Video Game Genre as a Predictor of Problem Use

Luther Elliott, Andrew Golub, Geoffrey L. Ream, Eloise Dunlap

Cyberpsychology Behavior and Social Networking · 2012 · 153 citations · 26 references

DOIFull text

Open access

Concepts

TL;DR

The study examined whether problem video game playing differs by game genre among adults. A nationally representative online survey of 3,380 adults who played video games for at least one hour per week collected data on game titles, usage patterns, and problematic play. About five percent reported moderate‑to‑severe problems, which were concentrated among players of first‑person shooters, action‑adventure, role‑playing, and gambling games, indicating that specific game types may drive problem use.

Abstract

This study assessed how problem video game playing (PVP) varies with game type, or "genre," among adult video gamers. Participants (n=3,380) were adults (18+) who reported playing video games for 1 hour or more during the past week and completed a nationally representative online survey. The survey asked about characteristics of video game use, including titles played in the past year and patterns of (problematic) use. Participants self-reported the extent to which characteristics of PVP (e.g., playing longer than intended) described their game play. Five percent of our sample reported moderate to extreme problems. PVP was concentrated among persons who reported playing first-person shooter, action adventure, role-playing, and gambling games most during the past year. The identification of a subset of game types most associated with problem use suggests new directions for research into the specific design elements and reward mechanics of "addictive" video games and those populations at greatest risk of PVP with the ultimate goal of better understanding, preventing, and treating this contemporary mental health problem.

References

26