Please use this identifier to cite or link to this item: https://hdl.handle.net/2440/74478
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Type: Journal article
Title: Assessing problematic video gaming using the Theory of Planned Behavior: a longitudinal study of Dutch young people
Author: Haagsma, M.
King, D.
Pieterse, M.
Peters, O.
Citation: International Journal of Mental Health and Addiction, 2013; 11(2):172-185
Publisher: Springer New York LLC
Issue Date: 2013
ISSN: 1557-1874
1557-1882
Statement of
Responsibility: 
Maria C. Haagsma, Daniel L. King, Marcel E. Pieterse and Oscar Peters
Abstract: Although excessive video gaming has been linked to a range of psychological problems in young people, there have been few systematic attempts to conceptualize problem gaming using established psychological theory. The aim of this study was to examine problematic game use (PGU) using the Theory of Planned Behavior (TPB). A two-wave, six-month longitudinal study examined relationships between core components of the TPB model, video gaming activity and problematic video-game play. Respondents were recruited from nine pre-vocational and senior vocational schools in the western region of the Netherlands. The sample consisted of 810 video game-playing adolescents and young adults (72.8 % boys) aged 12 to 22 years. The results showed that TPB predictors, including subjective norm, perceived behavioral control (PBC) and descriptive norm, explained 13 % of the variance in video gaming intention. Although TBP variables accounted for a significant amount of variance in PGU scores at baseline, the TPB model was less useful in predicting future gaming behavior and PGU. Perceived behavioral control was found to be the most important factor in predicting problem video-gaming behavior, this has some practical implications with regard to the treatment of problem video-gaming among young people. For example, assessing a client’s perceived lack of control over gaming may be a simple but useful screening measure to evaluate risk of future problem play. Furthermore, treatment strategies may be aimed at helping the client to rebuild self-control.
Keywords: Problematic video game use
Theory of Planned Behavior
Adolescents
Longitudinal
Rights: © Springer Science+Business Media New York 2012
DOI: 10.1007/s11469-012-9407-0
Published version: http://dx.doi.org/10.1007/s11469-012-9407-0
Appears in Collections:Aurora harvest
Psychology publications

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