Games in everyday life: Profiles of adolescent digital gaming motives and well-being outcomes

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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.
Original languageEnglish
Article number100104
Number of pages12
JournalTelematics and Informatics Reports
Volume12
DOIs
Publication statusPublished - Dec 2023
Publication typeA1 Journal article-refereed

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