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Publication | Open Access

Mobile gaming and problematic smartphone use: A comparative study between Belgium and Finland

110

Citations

67

References

2018

Year

TLDR

Gaming apps are a major smartphone entertainment feature, potentially leading to problematic use in a minority of users. The study aimed to investigate how smartphone gaming relates to self‑perceived problematic smartphone use and its predictors. A cross‑national online survey of 899 participants in Belgium and Finland used the PMPUQ‑SV to assess problematic smartphone use. The PMPUQ‑SV showed good validity and reliability, but low prevalence of problematic use; predictors included downloading, Facebook use, stress, and anxiety, while mobile gaming did not predict problematic use and cross‑cultural differences were minimal.

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.

References

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