Relationship Between Internet Gaming Patterns, Game Genres, and Gaming Psychological Motivations Among Students.

Background: Understanding the factors shaping students' tendencies toward online gaming patterns is crucial for addressing psychological and educational challenges. Objectives: The present study aimed to examine how internet gaming patterns, preferred genres, and psychological motivations are relate...

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Publicado en:International Journal of High Risk Behaviors & Addiction Vol. 14; no. 4; pp. 1 - 10
Autores principales: Fard, Farzin Forouzani, Pourmohamadreza-Tajrishi, Masoume, Vahedi, Mohsen
Formato: research tables/charts Journal Article
Publicado: Brieflands Dec2025
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Dec2025
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        atl: Relationship Between Internet Gaming Patterns, Game Genres, and Gaming Psychological Motivations Among Students.
      aug:
        au:
          Fard, Farzin Forouzani
          Pourmohamadreza-Tajrishi, Masoume
          Vahedi, Mohsen
        affil: Department of Clinical Psychology, Faculty of Behavioral Sciences and Mental Health, University of Social Welfare and Rehabilitation Sciences, Tehran, IR Iran
      sug:
        subj:
          Internet Addiction Complications
          Video Games Adverse Effects
          Students Psychosocial Factors
          Motivation Evaluation
          Video Games Psychosocial Factors
          Internet Addiction Prevention and Control
          Mental Health Evaluation
          Interpersonal Relations Evaluation
          Human
          Funding Source
          Male
          Female
          Child
          Adolescence
          Cross Sectional Studies
          Descriptive Research
          Correlation Coefficient
          Avoidance (Psychology)
          Skill Acquisition
          Iran
          Emotions
          Academic Performance
          Professional Role
          Self Report
          Analysis of Variance
          Regression
          Questionnaires
          Multivariate Analysis
          Confidence Intervals
          Parents Psychosocial Factors
          Educational Status
          Economic Status
          Chi Square Test
          Post Hoc Analysis
          Linear Regression
          Nonparametric Statistics
          Parametric Statistics
          Pearson's Correlation Coefficient
          Coping
          Descriptive Statistics
          Data Analysis Software
          Child: 6-12 years
          Adolescent: 13-18 years
          Male
          Female
      ab: Background: Understanding the factors shaping students' tendencies toward online gaming patterns is crucial for addressing psychological and educational challenges. Objectives: The present study aimed to examine how internet gaming patterns, preferred genres, and psychological motivations are related to students' experiences in Tehran. Materials and Methods: A descriptive, cross-sectional, correlational design was used to examine these relationships. This descriptive cross-sectional study recruited 708 students (248 girls and 460 boys; ages 12 - 18) from Tehran using convenience sampling in 2023 - 2024. Data were collected via a structured questionnaire assessing internet gaming addiction, psychological motivations for gaming, and a genres checklist. The sample size was determined using Cochran's formula (n = 708) with a 95% confidence level (z = 1.96) and 0.05 margin of error, accounting for a 10% anticipated dropout. Analyses included chi-square tests, ANOVA, Brown-Forsythe tests, stepwise linear regression, and Tukey's post hoc tests, with significance set at P < 0.05. Analyses were performed in SPSS version 26. Results: Significant genre effects on motivation emerged (P < 0.05). Action and Strategic genres yielded the highest motivation and engagement, with large between-genre contrasts. Social-emotional patterns showed substantial explained 46% of variance, driven by escape (β ≈ 0.66) and coping (β ≈ 0.40), controlling for age and gender. Academic-professional patterns explained 42%, with escape (β ≈ 0.65) and coping (β ≈ 0.53); skill contributed (β ≈ 0.34). All predictors were significant at P < 0.05. Across patterns, escape produced the largest effect (r ≈ 0.64; 0.66). Coping, imaging, and skill showed moderate-to-high associations (social-emotional: r ≈ 0.40 - 0.66; academic-professional: r ≈ 0.55 - 0.64). Entertainment links were weaker but significant (≈ 0.35 - 0.36; P < 0.05). Overall, effect sizes ranged mid-to-high (approximately r or β ≈ 0.40 - 0.66) with meaningful variance explained. Conclusions: The findings highlight targets for prevention and school-based interventions that address underlying psychological motivations, social context, and family dynamics to reduce problematic gaming. Interventions should promote healthy coping strategies, digital literacy, and time management, with a focus on engaging parents, training teachers, and expanding accessible support services to mitigate adverse academic and social outcomes and foster resilience, and responsible technology use among students.
      pubtype: Academic Journal
      doctype:
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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