TY - JOUR
T1 - Assessing Problematic Video Gaming Using the Theory of Planned Behavior
T2 - A Longitudinal Study of Dutch Young People
AU - Haagsma, Maria C.
AU - King, Daniel L.
AU - Pieterse, Marcel E.
AU - Peters, Oscar
PY - 2013/4
Y1 - 2013/4
N2 - 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.
AB - 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.
KW - Adolescents
KW - Longitudinal
KW - Problematic video game use
KW - Theory of Planned Behavior
UR - http://www.scopus.com/inward/record.url?scp=84875381956&partnerID=8YFLogxK
U2 - 10.1007/s11469-012-9407-0
DO - 10.1007/s11469-012-9407-0
M3 - Article
AN - SCOPUS:84875381956
SN - 1557-1874
VL - 11
SP - 172
EP - 185
JO - International Journal of Mental Health and Addiction
JF - International Journal of Mental Health and Addiction
IS - 2
ER -