Abstract

This study explored predictors of engagement with specific video game genres, and degree of problem play experienced by players of specific genres, during the early life course. Video game players ages 18-29 (n = 692) were recruited in and around video game retail outlets, arcades, conventions, and other video game related contexts in New York City. Participants completed a Computer-Assisted Personal Interview (CAPI) of contemporaneous demographic and personality measures and a Life-History Calendar (LHC) measuring video gaming, school/work engagement, and caffeine and sugar consumption for each year of life ages 6 - present. Findings were that likelihood of engagement with most genres rose during childhood, peaked at some point during the second decade of life, and declined through emerging adulthood. Cohorts effects on engagement also emerged which were probably attributable to changes in the availability and popularity of various genres over the 12-year age range of our participants. The relationship between age and problem play of most genres was either negative or non-significant. Sensation-seeking was the only consistent positive predictor of problem play. Relationships between other variables and engagement with and problem play of specific genres are discussed in detail.

Highlights

  • This study explored predictors of engagement with specific video game genres, and degree of problem play experienced by players of specific genres, during the early life course

  • Another issue, which is explored in research [14], addressed in clinical settings [15,16], and identified with by players themselves [17], is subjective experiences of video game “addiction.” It is usually referred to as “Problem Video Game Play” (PVGP) or by similar terms to make it possible to discuss the phenomenon without implying a position about its status as a “real” addiction [18,19]

  • One study of the relationship between several video gaming indicators and age found a similar “role incompatibility” effect as several indicators of video game play were observed to rise through childhood, peak in late adolescence, and either level off or fall through emerging adulthood, with an observed decrease in school/ work night video game play through emerging adulthood statistically explained by entry into higher education and full-time employment [23]

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Summary

Participants and recruitment

Participants were emerging/young adults ages 18–29 recruited in and around 52 different video game stores, arcades, internet/cyber cafes, game-themed convention booths, and retail stores with large video game departments in New York City. Time and day of data collection were varied to obtain a diverse sample. Quota sampling was used to obtain at least 10 participants for every “cell” that would be created by cross tabulating gender, race, and illicit substance user status, with some participants screened out if they were not needed to meet a quota. Initial contact was made with 1090 potential participants. Response within our recruitment venues was often enthusiastic, with several potential participants approaching our interviewers. Since this enthusiasm was about the topic and not apparently related to any characteristic under study, we do not believe it caused self-selection bias that would influence our key findings. Our total valid sample size was 692, for a response rate of 74%

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