Psychosocial Factors Linked to Online Gaming: Differences Between Current Gamers, Non-current Gamers and Non-gamers

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 (<i>N</i> = 798, Mean<sub>age</sub> = 21.48, SD<sub>age</sub> = 5.01). One-way ANOVAs and MANOVAs were performed to compare the psychological variables between the three groups. Additionally, a binomial logistic regression was conducted with statistically significant variables to identify the most relevant predictors of gaming onset. Results indicated statistically significant differences in sex, prosociality, the appraisal of others' emotions component of emotional intelligence, general social support, and family social support between the three groups. The results of the binomial logistic regression indicated that male sex and having lower levels of prosociality were associated with a higher probability of gaming. These results may imply that there are baseline differences in those who start gaming. Addressing these differences may be key in the prevention of gaming disorder.

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Publication Details

Journal
Psychological Reports
Published
2025-06-16
DOI
https://doi.org/10.1177/00332941251351231
Citations
1
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
4.20

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article

Psychosocial Factors Linked to Online Gaming: Differences Between Current Gamers, Non-current Gamers and Non-gamers

Elena Cejalvo, Júlia Gisbert-Pérez, Laura Badenes‐Ribera, Manuel Martí Vilar
1 citations
Psychological Reports
Impact of Technology on Adolescents
4.20
article

Psychosocial Factors Linked to Online Gaming: Differences Between Current Gamers, Non-current Gamers and Non-gamers

Elena Cejalvo, Júlia Gisbert-Pérez, Laura Badenes‐Ribera, Manuel Martí Vilar
article en
1 citations

Abstract

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 (<i>N</i> = 798, Mean<sub>age</sub> = 21.48, SD<sub>age</sub> = 5.01). One-way ANOVAs and MANOVAs were performed to compare the psychological variables between the three groups. Additionally, a binomial logistic regression was conducted with statistically significant variables to identify the most relevant predictors of gaming onset. Results indicated statistically significant differences in sex, prosociality, the appraisal of others' emotions component of emotional intelligence, general social support, and family social support between the three groups. The results of the binomial logistic regression indicated that male sex and having lower levels of prosociality were associated with a higher probability of gaming. These results may imply that there are baseline differences in those who start gaming. Addressing these differences may be key in the prevention of gaming disorder.

Psychological Reports
Universitat de València (ES)
Ministerio de Ciencia, Innovación y Universidades
Gender equality
Openalex Percentile: Top 7%
Impact of Technology on Adolescents
4.20
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Psychosocial Factors Linked to Online Gaming: Differences Between Current Gamers, Non-current Gamers and Non-gamers — Elena Cejalvo, Júlia Gisbert-Pérez, et al. · Psychological Reports (2025) | TGRS Research Map | TGRS