Journal
COMPUTERS IN HUMAN BEHAVIOR
Volume 28, Issue 4, Pages 1379-1387Publisher
PERGAMON-ELSEVIER SCIENCE LTD
DOI: 10.1016/j.chb.2012.02.023
Keywords
Adolescent; Behaviour problems; Computer games; Consequences; Motivation; Videogames
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In this study we examined the relation between gaming-time, motives to play, and negative consequences due to playing MMORPGs. A total of 7757 Swedish adolescents (3872 boys and 3885 girls) between 13 and 18 years of age completed a questionnaire during class hours. Results indicated that time spent on gaming was associated with negative consequences. This relation was further explained by motives to play. Gaming for fun and social motives were associated with a reduced risk whereas gaming to escape, to gain status, or due to demands from others were associated with an increased risk of negative consequences. Motives to play should be considered as a prime indicator for negative consequences, even more than time spent gaming. Implications of these findings for future research are discussed. (C) 2012 Elsevier Ltd. All rights reserved.
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