Games in everyday life : Profiles of adolescent digital gaming motives and well-being outcomes
Meriläinen, Mikko; Hietajärvi, Lauri; Aurava, Riikka; Stenros, Jaakko (2023-12)
Meriläinen, Mikko
Hietajärvi, Lauri
Aurava, Riikka
Stenros, Jaakko
12 / 2023
100104
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-202311019330
https://urn.fi/URN:NBN:fi:tuni-202311019330
Kuvaus
Peer reviewed
Tiivistelmä
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.
Kokoelmat
- TUNICRIS-julkaisut [18280]