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Research Article

Why We Can’t Stop: The Impact of Rewarding Elements in Videogames on Adolescents’ Problematic Gaming Behavior

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Figures & data

Table 1. Descriptive statistics of Cohort1 and Cohort2.

Table 2. Correlation between principal variables.

Table 3. Frequency of the five most reported games in the last 3 months (in percentages) and their reward types.

Table 4. Frequency of the rewards type of all the video games (n = 186) reported to be played in the last 3 months (in percentages).

Table 5. Summary of regression analysis of video reward types and individual vulnerabilities on problematic gaming behavior.

Table 6. Test of individual vulnerabilities as moderators between reward types and problematic gaming behavior.

Supplemental material

Supplemental Material

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Data availability statement

The data that support the findings of this study are available from the corresponding author upon reasonable request.