ISSN: 2155-6105

Zeitschrift für Suchtforschung und -therapie

Offener Zugang

Unsere Gruppe organisiert über 3000 globale Konferenzreihen Jährliche Veranstaltungen in den USA, Europa und anderen Ländern. Asien mit Unterstützung von 1000 weiteren wissenschaftlichen Gesellschaften und veröffentlicht über 700 Open Access Zeitschriften, die über 50.000 bedeutende Persönlichkeiten und renommierte Wissenschaftler als Redaktionsmitglieder enthalten.

Open-Access-Zeitschriften gewinnen mehr Leser und Zitierungen
700 Zeitschriften und 15.000.000 Leser Jede Zeitschrift erhält mehr als 25.000 Leser

Indiziert in
  • CAS-Quellenindex (CASSI)
  • Index Copernicus
  • Google Scholar
  • Sherpa Romeo
  • Öffnen Sie das J-Tor
  • Genamics JournalSeek
  • Akademische Schlüssel
  • JournalTOCs
  • SafetyLit
  • Nationale Wissensinfrastruktur Chinas (CNKI)
  • Elektronische Zeitschriftenbibliothek
  • RefSeek
  • Hamdard-Universität
  • EBSCO AZ
  • OCLC – WorldCat
  • SWB Online-Katalog
  • Virtuelle Bibliothek für Biologie (vifabio)
  • Publons
  • Genfer Stiftung für medizinische Ausbildung und Forschung
  • Euro-Pub
  • ICMJE
Teile diese Seite

Abstrakt

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

Geoffrey L Ream, Luther C Elliott and Eloise Dunlap

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.