A Genre-Specific Investigation of Video Game Engagement and Problem Play in the Early Life Course

This study explored predictors of engagement with specific video game genres, and degree of problem play experienced by players of specific genres, during the early life course. Video game players ages 18–29 (n = 692) were recruited in and around video game retail outlets, arcades, conventions, and...

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Main Authors: Ream, Geoffrey L., Elliott, Luther C., Dunlap, Eloise
Format: Online
Language:English
Published: 2013
Online Access:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3969752/
id pubmed-3969752
recordtype oai_dc
spelling pubmed-39697522014-03-29 A Genre-Specific Investigation of Video Game Engagement and Problem Play in the Early Life Course Ream, Geoffrey L. Elliott, Luther C. Dunlap, Eloise Article This study explored predictors of engagement with specific video game genres, and degree of problem play experienced by players of specific genres, during the early life course. Video game players ages 18–29 (n = 692) were recruited in and around video game retail outlets, arcades, conventions, and other video game related contexts in New York City. Participants completed a Computer-Assisted Personal Interview (CAPI) of contemporaneous demographic and personality measures and a Life-History Calendar (LHC) measuring video gaming, school/work engagement, and caffeine and sugar consumption for each year of life ages 6 - present. Findings were that likelihood of engagement with most genres rose during childhood, peaked at some point during the second decade of life, and declined through emerging adulthood. Cohorts effects on engagement also emerged which were probably attributable to changes in the availability and popularity of various genres over the 12-year age range of our participants. The relationship between age and problem play of most genres was either negative or non-significant. Sensation-seeking was the only consistent positive predictor of problem play. Relationships between other variables and engagement with and problem play of specific genres are discussed in detail. 2013-05-21 /pmc/articles/PMC3969752/ /pubmed/24688802 Text en Copyright: © 2013 Ream GL, et al. http://creativecommons.org/licenses/by-nc/3.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
repository_type Open Access Journal
institution_category Foreign Institution
institution US National Center for Biotechnology Information
building NCBI PubMed
collection Online Access
language English
format Online
author Ream, Geoffrey L.
Elliott, Luther C.
Dunlap, Eloise
spellingShingle Ream, Geoffrey L.
Elliott, Luther C.
Dunlap, Eloise
A Genre-Specific Investigation of Video Game Engagement and Problem Play in the Early Life Course
author_facet Ream, Geoffrey L.
Elliott, Luther C.
Dunlap, Eloise
author_sort Ream, Geoffrey L.
title A Genre-Specific Investigation of Video Game Engagement and Problem Play in the Early Life Course
title_short A Genre-Specific Investigation of Video Game Engagement and Problem Play in the Early Life Course
title_full A Genre-Specific Investigation of Video Game Engagement and Problem Play in the Early Life Course
title_fullStr A Genre-Specific Investigation of Video Game Engagement and Problem Play in the Early Life Course
title_full_unstemmed A Genre-Specific Investigation of Video Game Engagement and Problem Play in the Early Life Course
title_sort genre-specific investigation of video game engagement and problem play in the early life course
description This study explored predictors of engagement with specific video game genres, and degree of problem play experienced by players of specific genres, during the early life course. Video game players ages 18–29 (n = 692) were recruited in and around video game retail outlets, arcades, conventions, and other video game related contexts in New York City. Participants completed a Computer-Assisted Personal Interview (CAPI) of contemporaneous demographic and personality measures and a Life-History Calendar (LHC) measuring video gaming, school/work engagement, and caffeine and sugar consumption for each year of life ages 6 - present. Findings were that likelihood of engagement with most genres rose during childhood, peaked at some point during the second decade of life, and declined through emerging adulthood. Cohorts effects on engagement also emerged which were probably attributable to changes in the availability and popularity of various genres over the 12-year age range of our participants. The relationship between age and problem play of most genres was either negative or non-significant. Sensation-seeking was the only consistent positive predictor of problem play. Relationships between other variables and engagement with and problem play of specific genres are discussed in detail.
publishDate 2013
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3969752/
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