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Adolescent Problematic Gaming and Domain-Specific Perceptions of Self

Author

Listed:
  • Devin J. Mills

    (McGill University, Montreal, Canada)

  • Jessica Mettler

    (McGill University, Montreal, Canada)

  • Michael J. Sornberger

    (Hull Services, Calgary, Canada)

  • Nancy L. Heath

    (McGill University, Montreal, Canada)

Abstract

Problematic video game use (PVGU) is an inability to meet personal and social responsibilities due to video gaming. It is estimated to affect 5 to 6% of adolescents. Research demonstrates greater video game engagement is associated with a poorer perception of self in several domains; however, the relation between PVGU and self-perception has not yet be examined. The present study explored this association using a sample of 758 Grade 7 adolescents (55.1% Female; Mage= 12.34 years; SD = 0.49 years). Results revealed greater PVGU to be associated with a poorer perception of self within the behavioural conduct and close friendship domains. Similar differences emerged when examining reports of self-perception across the PVGU classifications (i.e., None, Minimal, At-Risk, Problematic). Unexpectedly, two interactions between gender and PVGU classifications were observed for the behavioural conduct and self-worth domains of self-perception. The discussion addresses the implications of these findings and points to areas of future research.

Suggested Citation

  • Devin J. Mills & Jessica Mettler & Michael J. Sornberger & Nancy L. Heath, 2016. "Adolescent Problematic Gaming and Domain-Specific Perceptions of Self," International Journal of Cyber Behavior, Psychology and Learning (IJCBPL), IGI Global, vol. 6(4), pages 44-56, October.
  • Handle: RePEc:igg:jcbpl0:v:6:y:2016:i:4:p:44-56
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