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Social norms and problematic gaming among adolescents: The role of Internet use coping motives

  • Federica Angelini
  • , Erika Pivetta
  • , Claudia Marino
  • , Natale Canale
  • , Marcantonio M. Spada
  • , Alessio Vieno
  • University of Padua
  • London South Bank University
  • Division of Psychology

Research output: Contribution to journalArticlepeer-review

23 Citations (Scopus)
5 Downloads (Pure)

Abstract

Introduction: Problematic gaming (PG) is a public health issue among adolescents worldwide. Although several studies have documented that peer influences constitute a relevant risk factor for adolescent problematic behaviors, little research is currently available on PG. The aim of this study was to examine the contribution of social norms and perceived friends’ gaming frequency on participants’ own gaming frequency and PG, by testing potential differences among groups with low vs. high motive to use the Internet (e.g., online gaming) as a coping strategy. Method: A survey was administered to 470 adolescent gamers (mean age = 15.49 years; SD = 1.05 years; 77.9 % males). A theoretical model was tested through path analysis and multi-group comparisons were performed. Results: Path analysis revealed that social norms and perceived friends’ gaming frequency were positively associated to participants’ gaming behaviors and PG. Additionally, different patterns between groups emerged. Conclusion: Our findings confirmed the relative importance of peer influences on adolescents’ gaming behaviors and PG and showed that adolescents who rely more on online gaming to cope with negative affect may be more vulnerable to social influence processes than other peers. These findings may provide useful indications for prevention programs targeting adolescent PG.

Original languageEnglish
Article number107865
JournalAddictive Behaviors
Volume148
DOIs
Publication statusPublished - 21 Sept 2023

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 3 - Good Health and Well-being
    SDG 3 Good Health and Well-being

Keywords

  • Coping
  • Gaming frequency
  • Adolescence
  • Problematic gaming
  • Social norms

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