Júlia Gisbert-Pérez, Elena Cejalvo, Manuel Martí-Vilar, Laura Badenes-Ribera
{"title":"Psychosocial Factors Linked to Online Gaming: Differences Between Current Gamers, Non-current Gamers and Non-gamers.","authors":"Júlia Gisbert-Pérez, Elena Cejalvo, Manuel Martí-Vilar, Laura Badenes-Ribera","doi":"10.1177/00332941251351231","DOIUrl":null,"url":null,"abstract":"<p><p>The rise of gaming and gaming-related problems has led to an interest in finding differences between gamers and non-gamers. The present study investigates whether there are differences in psychological variables (prosociality, emotional intelligence, social support, and mental health) between current gamers, non-current gamers, and non-gamers. For this purpose, a quantitative study was conducted with a convenience sample of Spanish university students (<i>N</i> = 798, Mean<sub>age</sub> = 21.48, SD<sub>age</sub> = 5.01). One-way ANOVAs and MANOVAs were performed to compare the psychological variables between the three groups. Additionally, a binomial logistic regression was conducted with statistically significant variables to identify the most relevant predictors of gaming onset. Results indicated statistically significant differences in sex, prosociality, the appraisal of others' emotions component of emotional intelligence, general social support, and family social support between the three groups. The results of the binomial logistic regression indicated that male sex and having lower levels of prosociality were associated with a higher probability of gaming. These results may imply that there are baseline differences in those who start gaming. Addressing these differences may be key in the prevention of gaming disorder.</p>","PeriodicalId":21149,"journal":{"name":"Psychological Reports","volume":" ","pages":"332941251351231"},"PeriodicalIF":1.7000,"publicationDate":"2025-06-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Psychological Reports","FirstCategoryId":"102","ListUrlMain":"https://doi.org/10.1177/00332941251351231","RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"PSYCHOLOGY, MULTIDISCIPLINARY","Score":null,"Total":0}
引用次数: 0
Abstract
The rise of gaming and gaming-related problems has led to an interest in finding differences between gamers and non-gamers. The present study investigates whether there are differences in psychological variables (prosociality, emotional intelligence, social support, and mental health) between current gamers, non-current gamers, and non-gamers. For this purpose, a quantitative study was conducted with a convenience sample of Spanish university students (N = 798, Meanage = 21.48, SDage = 5.01). One-way ANOVAs and MANOVAs were performed to compare the psychological variables between the three groups. Additionally, a binomial logistic regression was conducted with statistically significant variables to identify the most relevant predictors of gaming onset. Results indicated statistically significant differences in sex, prosociality, the appraisal of others' emotions component of emotional intelligence, general social support, and family social support between the three groups. The results of the binomial logistic regression indicated that male sex and having lower levels of prosociality were associated with a higher probability of gaming. These results may imply that there are baseline differences in those who start gaming. Addressing these differences may be key in the prevention of gaming disorder.