What determines video game use? The impact of users’ habits, addictive tendencies, and intentions to play

T. Hartmann, Y. Jung, P.A. Vorderer

Research output: Contribution to JournalArticleAcademicpeer-review

Abstract

The present study explores the role of intentions, habits, and addictive tendencies in people's video game use. Although both habits and addictive tendencies may determine higher amounts of video game use, the present study examines whether the impact of habits and addictive tendencies on video game use may also be lower the less users intend to play (indicating a moderating role of intention). To test these assumptions, survey data were collected in two waves (N = 351), measuring causal factors in the first wave and outcomes (subsequent video game use) in the second. Results of mediation analyses reveal a positive impact of both habits and addictive tendencies on video game use that is partly affected by users' intentions. Furthermore, moderation analyses suggest that the impact of habits, but not of addictive tendencies, on video game use decreases, the less users intend to play. Taken together, these findings suggest that users' video game habits, addictive tendencies, and intentions jointly determine video game use. © 2012 Hogrefe Publishing.
Original languageEnglish
Pages (from-to)19-30
JournalJournal of Media Psychology
Volume24
Issue number1
DOIs
Publication statusPublished - 2012

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Video Games
computer game
Habits
habits
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What determines video game use? The impact of users’ habits, addictive tendencies, and intentions to play. / Hartmann, T.; Jung, Y.; Vorderer, P.A.

In: Journal of Media Psychology, Vol. 24, No. 1, 2012, p. 19-30.

Research output: Contribution to JournalArticleAcademicpeer-review

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T1 - What determines video game use? The impact of users’ habits, addictive tendencies, and intentions to play

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AU - Jung, Y.

AU - Vorderer, P.A.

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AB - The present study explores the role of intentions, habits, and addictive tendencies in people's video game use. Although both habits and addictive tendencies may determine higher amounts of video game use, the present study examines whether the impact of habits and addictive tendencies on video game use may also be lower the less users intend to play (indicating a moderating role of intention). To test these assumptions, survey data were collected in two waves (N = 351), measuring causal factors in the first wave and outcomes (subsequent video game use) in the second. Results of mediation analyses reveal a positive impact of both habits and addictive tendencies on video game use that is partly affected by users' intentions. Furthermore, moderation analyses suggest that the impact of habits, but not of addictive tendencies, on video game use decreases, the less users intend to play. Taken together, these findings suggest that users' video game habits, addictive tendencies, and intentions jointly determine video game use. © 2012 Hogrefe Publishing.

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