Adolescent Problematic Gaming and Domain-Specific Perceptions of Self
Devin J. Mills,
Jessica Mettler,
Michael J. Sornberger and
Nancy L. Heath
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Devin J. Mills: McGill University, Montreal, Canada
Jessica Mettler: McGill University, Montreal, Canada
Michael J. Sornberger: Hull Services, Calgary, Canada
Nancy L. Heath: McGill University, Montreal, Canada
International Journal of Cyber Behavior, Psychology and Learning (IJCBPL), 2016, vol. 6, issue 4, 44-56
Abstract:
Problematic video game use (PVGU) is an inability to meet personal and social responsibilities due to video gaming. It is estimated to affect 5 to 6% of adolescents. Research demonstrates greater video game engagement is associated with a poorer perception of self in several domains; however, the relation between PVGU and self-perception has not yet be examined. The present study explored this association using a sample of 758 Grade 7 adolescents (55.1% Female; Mage= 12.34 years; SD = 0.49 years). Results revealed greater PVGU to be associated with a poorer perception of self within the behavioural conduct and close friendship domains. Similar differences emerged when examining reports of self-perception across the PVGU classifications (i.e., None, Minimal, At-Risk, Problematic). Unexpectedly, two interactions between gender and PVGU classifications were observed for the behavioural conduct and self-worth domains of self-perception. The discussion addresses the implications of these findings and points to areas of future research.
Date: 2016
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Persistent link: https://EconPapers.repec.org/RePEc:igg:jcbpl0:v:6:y:2016:i:4:p:44-56
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International Journal of Cyber Behavior, Psychology and Learning (IJCBPL) is currently edited by Nadia Mansour Bouzaida
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