Mikko Meriläinen , Lauri Hietajärvi , Riikka Aurava , Jaakko Stenros
{"title":"Games in everyday life: Profiles of adolescent digital gaming motives and well-being outcomes","authors":"Mikko Meriläinen , Lauri Hietajärvi , Riikka Aurava , Jaakko Stenros","doi":"10.1016/j.teler.2023.100104","DOIUrl":null,"url":null,"abstract":"<div><p>Especially since the 2010s, we have seen rapidly increasing discussion and research on the causal and correlational relations between digital gaming and different dimensions of well-being. This quantitative study presents a starting point of a four-year longitudinal study of the connections between adolescents’ gaming motives, gaming culture participation, and different aspects of psychosocial well-being (digital engagement, internalising symptoms, and academic adjustment) in a sample (N = 2053) of actively gaming Finnish 6th and 8th graders (ages 11–14). Results show three distinct player profiles differing in gaming motives and well-being correlates: <em>escapist game players, achiever game players</em>, and <em>recreational game players</em>. These provide a starting point for exploring both the interactions between gaming and well-being and the stability of gaming motives over time.</p></div>","PeriodicalId":101213,"journal":{"name":"Telematics and Informatics Reports","volume":"12 ","pages":"Article 100104"},"PeriodicalIF":0.0000,"publicationDate":"2023-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S2772503023000646/pdfft?md5=8cc19bd0a0d30c486b776f17777058a3&pid=1-s2.0-S2772503023000646-main.pdf","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Telematics and Informatics Reports","FirstCategoryId":"1085","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S2772503023000646","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Especially since the 2010s, we have seen rapidly increasing discussion and research on the causal and correlational relations between digital gaming and different dimensions of well-being. This quantitative study presents a starting point of a four-year longitudinal study of the connections between adolescents’ gaming motives, gaming culture participation, and different aspects of psychosocial well-being (digital engagement, internalising symptoms, and academic adjustment) in a sample (N = 2053) of actively gaming Finnish 6th and 8th graders (ages 11–14). Results show three distinct player profiles differing in gaming motives and well-being correlates: escapist game players, achiever game players, and recreational game players. These provide a starting point for exploring both the interactions between gaming and well-being and the stability of gaming motives over time.