Awareness of Risk Factors for Digital Game Addiction: Interviewing Players and Counselors
- 1.2k Downloads
The potential dangers of digital games for the development of game addiction among their players are discussed in media as well as in scientific research. Research so far has identified several potential risk factors among social settings, traits, and playing motives. The present study provides first insights into the perceptions of risk factors by (non-addicted) players (N = 28) and by counselors (N = 7). By conducting individual interviews with both groups we found that players especially named social settings as the most important influence on the development of problematic playing behaviour while counselors focused more on further existing psychological problems. We argue that the experience of both groups has to be taken into account to guide the development of prevention and intervention programs.
KeywordsDigital games Video games Addiction Problematic gaming Pathological gaming Online gaming
- American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders (5th ed.). Arlington, VA: American Psychiatric Publishing.Google Scholar
- Gentile, D. A. (2009). Pathological video game use among youth 8 to 18: A national study. Psychological Science, 20, 594–602. doi: 10.1111/j.1467-9280.2009.02340.x.
- Griffiths, M., & Wood, R. T. (2000). Risk factors in adolescence: the case of gambling, videogame playing, and the internet. Journal of Gambling Studies/Co-Sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming, 16(2–3), 199–225. doi: 10.1023/A:1009433014881.Google Scholar
- Kim, K., Ryu, E., Chon, M.-Y., Yeun, E.-J., Choi, S.-Y., Seo, J.-S., et al. (2006). Internet addiction in Korean adolescents and its relation to depression and suicidal ideation: a questionnaire survey. International Journal of Nursing Studies, 43(2), 185–192. doi: 10.1016/j.ijnurstu.2005.02.005.PubMedCrossRefGoogle Scholar
- Klimmt, C. (2006). Computerspielen als Handlung: Dimensionen und Determinanten des Erlebens interaktiver Unterhaltungsangebote [Playing digital games as action: Dimensions and determinants of experiencing interactive entertainment]. Cologne: Herbert von Halem Verlag.Google Scholar
- Klimmt, C., Schmid, H., & Orthmann, J. (2009). Exploring the enjoyment of playing browser games. CyberPsychology & Behavior, 12(2), 231–234. doi: 10.1089/cpb.2008.0128.
- Leckart, S. (2009). Balance your media diet. Weird, 17.08. Google Scholar
- Lindlof, T., & Taylor, B. C. (2011). Qualitative communication research methods (3rd ed.). London: SAGE Publications, Inc.Google Scholar
- Quandt, T., Breuer, J., Festl, R., & Scharkow, M. (2013). Digitale Spiele : Stabile Nutzung in einem dynamischen Markt [Digital games: Stabile use in a dynamic market]. Media Perspektiven, 10, 483–492.Google Scholar
- Quandt, T., Chen, J., Mäyrä, F., & Looy, J. (2014). Gaming around the globe? A comparison of gamer surveys in four countries. In T. Quandt & S. Kröger (Eds.), Multiplayer. The social aspects of digital gaming (p. 23). London: Routledge.Google Scholar
- Reinecke, L., Tamborini, R., Grizzard, M., Lewis, R., Eden, A., & David Bowman, N. (2012). Characterizing mood management as need eatisfaction: the effects of intrinsic needs on selective exposure and mood repair. Journal of Communication, 62(3), 437–453. doi: 10.1111/j.1460-2466.2012.01649.x.CrossRefGoogle Scholar
- Yee, N. (2006). Motivations for play in online games. Cyberpsychology & Behavior: The Impact of the Internet, Multimedia and Virtual Reality on Behavior and Society, 9(6), 772–775. doi: 10.1089/cpb.2006.9.772.