Format:
Online-Ressource
Content:
Internet gaming disorder is currently listed in the DSM-not in order to diagnose such a disorder but to encourage research to investigate this phenomenon. Even whether it is still questionable if Internet Gaming Disorder exists and can be judged as a form of addiction, problematic game play is already very well researched to cause problems in daily life. Approaches trying to predict problematic tendencies in digital game play have mainly focused on playing time as a diagnostic criterion. However, motives to engage in digital game play and obsessive passion for game play have also been found to predict problematic game play but have not yet been investigated together. The present study aims at (1) analyzing if obsessive passion can be distinguished from problematic game play as separate concepts, and (2) testing motives of game play, passion, and playing time for their predictive values for problematic
In:
Datenlieferant: Open Access LMU (Ludwig-Maximilians-University Munich)
Language:
English
URN:
urn:nbn:de:bvb:19-epub-68763-8
URL:
https://doi.org/10.3390/bs5020203
URL:
https://nbn-resolving.org/urn:nbn:de:bvb:19-epub-68763-8
URL:
https://epub.ub.uni-muenchen.de/68763/1/Rieger_Kneer_Problematic_Game_Play.pdf
URL:
https://epub.ub.uni-muenchen.de/68763/