Mobile gaming and problematic smartphone use: A comparative study between Belgium and Finland
Lopez-Fernandez O, Männikkö N, Kääriäinen M, Griffiths MD, Kuss DJ
Journal of behavioral addictions · 45 citations
How it was studied
- Design
- Cross-sectional study (classified by our AI screen)
- Studied in
- People
- Main outcome
- Health markers and function
Who paid for it
- Funding
- Independent funding
- Government
- European Commission
- Government
- FP7 People: Marie-Curie Actions
- Grants
- European Commission (627999)
Based on 2 listed funder(s) and full-text disclosure statement.
Publication
- Published
- 2018-01-08 · J Behav Addict · vol. 7 · issue 1 · pp. 88–99
- Publisher
- Akadémiai Kiadó
- Cited
- 114 citations · more than 100% of similar papers · 35.7× the field average
- Impact
- Top 10% most cited in its field
- References
- 81 works
- Access
- Open access (journal) · CC-BY-NC
- Research areas
- Impact of Technology on Adolescents · Child Development and Digital Technology · Social Media and Politics
- Keywords
- mobile gaming, smartphone addiction, mobile phone addiction, Facebook use, stress, anxiety, cross-cultural comparison, Belgium, Finland
- MeSH
- humans, reproducibility of results, behavior, addictive, anxiety, psychometrics, cross-cultural comparison, socioeconomic factors, video games, adolescent, adult, aged, middle aged, belgium, finland, female, male, young adult, mobile applications, smartphone
5 authors
From GB, BE, FI
- Olatz López-Fernández · correspondingNottingham Trent University; UCLouvain
- Niko MännikköOulu University of Applied Sciences
- Maria KääriäinenOulu University Hospital; University of Oulu
- Mark Damian GriffithsNottingham Trent University
- Daria Joanna KussNottingham Trent University
Abstract
Background and aims Gaming applications have become one of the main entertainment features on smartphones, and this could be potentially problematic in terms of dangerous, prohibited, and dependent use among a minority of individuals. A cross-national study was conducted in Belgium and Finland. The aim was to examine the relationship between gaming on smartphones and self-perceived problematic smartphone use via an online survey to ascertain potential predictors. Methods The Short Version of the Problematic Mobile Phone Use Questionnaire (PMPUQ-SV) was administered to a sample comprising 899 participants (30% male; age range: 18-67 years). Results Good validity and adequate reliability were confirmed regarding the PMPUQ-SV, especially the dependence subscale, but low prevalence rates were reported in both countries using the scale. Regression analysis showed that downloading, using Facebook, and being stressed contributed to problematic smartphone use. Anxiety emerged as predictor for dependence. Mobile games were used by one-third of the respective populations, but their use did not predict problematic smartphone use. Very few cross-cultural differences were found in relation to gaming through smartphones. Conclusion Findings suggest mobile gaming does not appear to be problematic in Belgium and Finland.
Abstract via Europe PMC. Copyright remains with the authors or publisher (CC BY-NC).
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