A cognitive-behavioral model of problematic online gaming in adolescents aged 12-22 years

M.C. Haagsma, S.E. Caplan, O. Peters, M.E. Pieterse

Research output: Contribution to JournalArticleAcademicpeer-review

Abstract

The aim of this study was to apply the cognitive behavioral model of problematic Internet use to the context of online game use to obtain a better understanding of problematic use of online games and its negative consequences. In total, 597 online game playing adolescents aged 12-22 years participated in this study. Results showed that the cognitive behavioral model of problematic Internet use can also be used in the context of online game use. More specifically, preference for online social interaction, mood regulation and deficient self-regulation appeared to play an important role in predicting negative outcomes from problematic online game use. Together, these cognitions and behaviors explained 79% of the variance of negative outcomes scores. These findings can be used to develop strategies that aim at reducing problematic online game behavior and its negative consequences. © 2012 Elsevier Ltd. All rights reserved.
Original languageEnglish
Pages (from-to)202-209
Number of pages8
JournalComputers in Human Behavior
Volume29
Issue number1
DOIs
Publication statusPublished - 2013

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Internet
Interpersonal Relations
Cognition
Gaming
Self-Control

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Haagsma, M.C. ; Caplan, S.E. ; Peters, O. ; Pieterse, M.E. / A cognitive-behavioral model of problematic online gaming in adolescents aged 12-22 years. In: Computers in Human Behavior. 2013 ; Vol. 29, No. 1. pp. 202-209.
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A cognitive-behavioral model of problematic online gaming in adolescents aged 12-22 years. / Haagsma, M.C.; Caplan, S.E.; Peters, O.; Pieterse, M.E.

In: Computers in Human Behavior, Vol. 29, No. 1, 2013, p. 202-209.

Research output: Contribution to JournalArticleAcademicpeer-review

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