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dc.rights.licenseopenen_US
hal.structure.identifierLaboratoire de psychologie [LabPsy]
dc.contributor.authorLARRIEU, Maxime
hal.structure.identifierLaboratoire de psychologie [LabPsy]
dc.contributor.authorFOMBOUCHET, Yoann
hal.structure.identifierUniversité de Lausanne = University of Lausanne [UNIL]
hal.structure.identifierCentre Hospitalier Universitaire Vaudois = Lausanne University Hospital [Lausanne] [CHUV]
dc.contributor.authorBILLIEUX, Joël
hal.structure.identifierLaboratoire de psychologie [LabPsy]
dc.contributor.authorDECAMPS, Greg
IDREF: 080304850
dc.date.accessioned2024-02-06T17:34:36Z
dc.date.available2024-02-06T17:34:36Z
dc.date.issued2023-06-02
dc.identifier.issn0747-5632en_US
dc.identifier.urihttps://oskar-bordeaux.fr/handle/20.500.12278/187946
dc.description.abstractEnPrevious studies have investigated the relationship between quality of life (QoL) and video game use. However, it remains to clarify the nature of these relationships. This longitudinal study investigated the links between two gaming-related variables – objective playtime indicators and self-reported gaming disorder (GD) symptoms – and QoL, while accounting for gamers’ motivational background. We longitudinally surveyed intensive gamers (final sample: NT1 = 4772, NT2 = 2021, NT3 = 1128), assessing gaming motives, GD symptoms, psychological correlates (impulsivity, personality, self-esteem), and health-related information (quality of life, anxiety and depression), while collecting objective behavioral data. Cluster analyses and random intercept cross-lagged panel models were performed to identify subgroups and investigate gaming-related variables-QoL relationships. Cluster analysis identified two non-problematic (competitive and recreational) and one vulnerable (escapers) gamer subtypes. Random intercept cross-lagged panel models only showed between-person effects regarding the GD symptoms-QoL relationship. No effects were found concerning the objective playtime-QoL relationship. Results did not differ across motivational profiles. In line with previous research, our data support the common causes hypothesis, which posits that GD symptoms-impaired QoL association results from shared risk factors, such as specific personality traits and impulsivity. Clinical assessment and prevention efforts should focus on these common causes and on gamers’ motivational background. Intensive involvement may not be in itself problematic.
dc.language.isoENen_US
dc.rightsAttribution-NonCommercial-NoDerivs 3.0 United States*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/us/*
dc.subject.enGaming disorder
dc.subject.enQuality of life
dc.subject.enMotivation
dc.subject.enObjective play time
dc.title.enHow gaming motives affect the reciprocal relationships between video game use and quality of life: A prospective study using objective playtime indicators
dc.title.alternativeComput Human Behav.en_US
dc.typeArticle de revueen_US
dc.identifier.doi10.1016/j.chb.2023.107824en_US
dc.subject.halSciences de l'Homme et Société/Psychologieen_US
bordeaux.journalComputers in Human Behavioren_US
bordeaux.page107824en_US
bordeaux.volume147en_US
bordeaux.hal.laboratoriesLaboratoire de psychologie (LabPsy) - UR 4139en_US
bordeaux.institutionUniversité de Bordeauxen_US
bordeaux.peerReviewedouien_US
bordeaux.inpressnonen_US
hal.identifierhal-04566545
hal.version1
hal.date.transferred2024-05-02T13:56:44Z
hal.popularnonen_US
hal.audienceInternationaleen_US
hal.exporttrue
dc.rights.ccCC BY-NC-NDen_US
bordeaux.COinSctx_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.jtitle=Computers%20in%20Human%20Behavior&rft.date=2023-06-02&rft.volume=147&rft.spage=107824&rft.epage=107824&rft.eissn=0747-5632&rft.issn=0747-5632&rft.au=LARRIEU,%20Maxime&FOMBOUCHET,%20Yoann&BILLIEUX,%20Jo%C3%ABl&DECAMPS,%20Greg&rft.genre=article


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