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Developing Personas of Gamers with Problematic Gaming Behavior among College Students Based on Qualitative Data of Gaming Motives and Push–Pull–Mooring

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  • Shan-Mei Chang

    (School of Nursing, China Medical University, Taichung 406040, Taiwan
    Nursing Department, China Medical University Hospital, Taichung 404327, Taiwan
    Tsing Hua Interdisciplinary Program, National Tsing Hua University, Hsinchu 30044, Taiwan)

  • Sunny S. J. Lin

    (Institute of Education, National Yang Ming Chiao Tung University, Hsinchu 30010, Taiwan)

Abstract

Gaming is a popular but possibly problematic activity among college students. To distinguish gamers with potential problematic gaming behaviors (PGB) is crucial to mental health staff. Two studies were conducted that aimed to explore portraits of gamers with PGB in college campuses. The first study selected 20 college students, diagnosed with problematic gaming behaviors, from a longitudinal dataset and semi-structured interviews were conducted for a systematic description of long-term PGB. The second study selected four personas with the richest coding data of internet addiction and depression from 20 gamers. The profiles and life experiences of the personas showed changing processes of gaming motives and push–pull–mooring effects across the years. “Loss of purpose in life” and “desperate to escape from stress or boredom in the real world” were the important push effects. Mooring effects revealed their addiction or depression symptoms and the process of developing the addiction. The dynamics of “push”, “pull”, and “mooring” effects were clearly indicated in the results suggesting PGB might be a long-term coping strategy and a consequence of depression and loneliness. Dealing with depression and finding real-life goals could help PGB gamers to change the dynamics of their gaming motives and push–pull–mooring effects. The results may help develop interventions for gamers with problematic gaming behaviors.

Suggested Citation

  • Shan-Mei Chang & Sunny S. J. Lin, 2023. "Developing Personas of Gamers with Problematic Gaming Behavior among College Students Based on Qualitative Data of Gaming Motives and Push–Pull–Mooring," IJERPH, MDPI, vol. 20(1), pages 1-15, January.
  • Handle: RePEc:gam:jijerp:v:20:y:2023:i:1:p:798-:d:1022063
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    References listed on IDEAS

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    1. Pai-Cheng Lin & Ju-Yu Yen & Huang-Chi Lin & Wei-Po Chou & Tai-Ling Liu & Chih-Hung Ko, 2021. "Coping, Resilience, and Perceived Stress in Individuals with Internet Gaming Disorder in Taiwan," IJERPH, MDPI, vol. 18(4), pages 1-11, February.
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