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Gamer characteristics e. However, when general problematic smartphone use is studied in adult European users, a few predictors appear to explain it i. Furthermore, for those with a smartphone dependence, low anxiety emerged as predictor, as was using a smartphone when banned. These novel findings relating to gaming via smartphones demonstrated adult behaviors were similar cross-culturally, showing common characteristics, patterns, and perceptions in smartphone users, who did not perceive their smartphone use as problematic in general.

OL-F was the principal investigator and oversaw the study concept and design, performed the statistical analysis, and initial interpretation of the data. MK did last reviews, especially in relation to Finnish sample. All co-authors participated contributing in revising the subsequent versions until the final write-up of the manuscript. National Center for Biotechnology Information , U.

Journal List J Behav Addict v. J Behav Addict. Published online Jan 8. Griffiths , 1 and Daria J. Kuss 1. Mark D. Daria J. Author information Article notes Copyright and License information Disclaimer. This is an open-access article distributed under the terms of the Creative Commons Attribution-NonCommercial 4.

This article has been cited by other articles in PMC. Abstract Background and aims Gaming applications have become one of the main entertainment features on smartphones, and this could be potentially problematic in terms of dangerous, prohibited, and dependent use among a minority of individuals. Results Good validity and adequate reliability were confirmed regarding the PMPUQ-SV, especially the dependence subscale, but low prevalence rates were reported in both countries using the scale.

Conclusion Findings suggest mobile gaming does not appear to be problematic in Belgium and Finland. Keywords: problematic mobile phone use, mobile gaming, dangerous smartphone use, prohibited smartphone use, smartphone dependence, cross-cultural study. Introduction Interacting with mobile devices e. Measures The online survey was developed using Qualtrics and comprised: a sociodemographics, b smartphone use patterns e. Procedure The invitation to participate used three recruitment strategies: a inviting undergraduates during the Spring semester at both universities; inviting participants via b electronic invitations in academic online environments e.


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Table 1. Open in a separate window. Table 2. Casual games Solo video games 2. Vehicle simulation games 1 0 4. Strategy and management games 5. Sports games 0. First person shooter games 1 0. Facebook games because this social networking site contains games Download apps 6. Table 3.

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Predictors of perceived problematic smartphone use A multiple linear regression was computed using the whole sample rather than the respective subsamples per country , as most variables related to gaming behavior were similar across countries, with the PMPUQ-SV as outcome variable and these predictors: patterns of smartphone use regarding gaming [i.

Discussion Despite the increased popularity of mobile phones and smartphone gaming, gaps in current knowledge were identified. Conflict of interest The authors declare no conflict of interest. References American Psychiatric Association. Diagnostic and statistical manual of mental disorders 5th ed. The relationship between addictive use of social media and video games and symptoms of psychiatric disorders: A large-scale cross-sectional study.

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"Games as a service" is fraud.

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Leveling up gaming experiences around the world

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    Being born in South-East Asia does not automatically make one an expert on South-East Asian gaming cultures; and a scholar born in South-East Asia can obviously conduct research about topics other than South-East Asia. Nor are we claiming that only people born in or located in a particular region can write about that region. Our claim is that the proliferation of research centres and networks outside of Western Europe and North America has the potential to generate new concepts and perspectives because it will be constituted by scholars with a greater range of regional affiliations.

    These affiliations will not be apparent in the work of all of these scholars, but it will in many, and this will enrich the field as a whole.

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    This is certainly not our intention. We claim that in time regional game studies can make significant theoretical contributions to the field. However, the term regional allows us to hold onto the reality that game studies does have a centre--a concentration of intellectual resources in Western Europe and North America. The world is not flat, and there are significant challenges to the development of game scholarship conducted in, for example, regions of the global South, that are not encountered elsewhere.

    By acknowledging this we can identify some practical means of supporting game scholarship in different regions that take account of these different challenges. Translation is also important in the other direction, to allow research conducted in languages other than English to influence the development of the field. We see the opportunities of regional game studies right across the different methodological approaches and perspectives in the interdisciplinary field of game studies.

    It is understandable that regional approaches to games tend to adopt a player or player-culture perspective. This kind of research has identified and theorized differences in gaming cultures in different regional contexts across the world e. Apperley, ; Huhh, ; Ng, But there is much terrain to be explored in regional criticism--analysing games-as-texts from regional perspectives. We see this holding much potential for development over the next few years. The recent work informed by postcolonialism reviewed here gives us grounds for optimism.

    We caution, however, against centre-periphery models of power as a default option and suggest instead to let thought be guided by the more flexible notion of power-geometry--a geometry that may or may not take the shape of a centre-periphery as it comes into focus through analysis. A regional game studies thus informed, and simultaneously taking aim at the local and how that local connects with other structures, might be harder to do than a game studies relying on more straightforward models of the world.

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    Production, Play, and Place

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