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The increasing prevalence of gaming and the problems associated with it have sparked interest in examining the differences between gamers and non-gamers. This study aims to investigate whether psychological variables, such as prosociality, emotional intelligence, social support, and mental health, differ among current gamers, non-current gamers, and non-gamers. A quantitative study was conducted using a convenience sample of Italian university students ( = 717, Mean = 22.15, = 3.49; 49.4% female). One-way analyses of variance (ANOVAs) and multivariate analyses of variance (MANOVAs) were employed to compare the three groups. In addition, two binomial logistic regressions were conducted using statistically significant variables to identify the most important predictors of gaming initiation and gaming maintenance. Results indicate that males, particularly older males, and those exhibiting lower levels of prosociality were more likely to initiate gaming. Furthermore, being male, older, and having greater ability to assess one's own emotions were associated with a higher likelihood of maintaining gaming behavior.
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http://dx.doi.org/10.1080/00221325.2025.2515140 | DOI Listing |
Psychol Rep
August 2025
Hamidiye Faculty of Life Sciences, Department of Psychology, University of Health Sciences Turkey, İstanbul, Turkey.
This study seeks to unravel whether gamers, through their unique interplay of personality pathologies, object relations, defense mechanisms, and emotion regulation, stand apart from non-gamers, and if this distinction places them in a more psychologically maladaptive realm. Data were collected using a demographic form, the Coolidge Axis II Inventory-Short Form, the Bell Object Relations and Reality Testing Inventory (BORRTI), the Difficulties in Emotion Regulation Scale (DERS), and the Defense Style Questionnaire (DSQ). The study analyzed data from 762 participants ( = 352, = 396; = 345, = 407).
View Article and Find Full Text PDFPLoS One
August 2025
The Jockey Club School of Public Health and Primary Care, Faculty of Medicine, Chinese University of Hong Kong, Hong Kong SAR, China.
Binge gaming, defined as playing video games for more than five consecutive hours, has become an emerging health and behavioral issue among children and adolescents. However, the potential factors and consequences have not been sufficiently investigated. This study aims to examine the prevalence of binge gaming, its social, academic, and mental health consequences, and potential gender differences among children and adolescents in Hong Kong.
View Article and Find Full Text PDFJ Genet Psychol
July 2025
Department of Methodology of Behavioral Sciences, Faculty of Psychology and Speech Therapy, Universitat de València, Valencia, Spain.
The increasing prevalence of gaming and the problems associated with it have sparked interest in examining the differences between gamers and non-gamers. This study aims to investigate whether psychological variables, such as prosociality, emotional intelligence, social support, and mental health, differ among current gamers, non-current gamers, and non-gamers. A quantitative study was conducted using a convenience sample of Italian university students ( = 717, Mean = 22.
View Article and Find Full Text PDFPsychol Rep
June 2025
Department of Methodology of Behavioral Sciences, Faculty of Psychology and Speech Therapy, Universitat de València, València, Spain.
The rise of gaming and gaming-related problems has led to an interest in finding differences between gamers and non-gamers. The present study investigates whether there are differences in psychological variables (prosociality, emotional intelligence, social support, and mental health) between current gamers, non-current gamers, and non-gamers. For this purpose, a quantitative study was conducted with a convenience sample of Spanish university students ( = 798, Mean = 21.
View Article and Find Full Text PDFSleep Med
July 2025
Department of Psychology, University of Campania "Luigi Vanvitelli", Caserta, Italy.