Drivers for video games perceived addiction among console and smartphone users

Purpose. This study aims to determine whether perceived addiction to video games is affected by the type of device used to play (smartphone versus console), paying special attention to the drivers for playing. Considering the theoretical framework of motivation, a structural model is proposed that considers three drivers (self-efficacy, challenge, and need for escapism) and an inhibitor (subjective norms) to explain the time spent on video games and perceived addiction. Methodology. We used a minimum partial squares (PLS) approach to estimate the structural equation model using first-hand information from 547 gamers in Spain. Findings. The results suggest that, regardless of the user's device, the two main factors determining whether they perceive being addicted to video games are the amount of time they spend playing and their need for escapism. We found that, specifically for console gamers, perceived self-efficacy and challenge affected how much time they spent playing. The perception of videogame addiction has increased because of the need for escapism, especially among smartphone gamers, because gaming applications and smartphones are portable and allow infinite time and space usage. Contribution. This work contributes to the existing literature by focusing on the type of device video gamers use and determining that there are indeed differences in how self-efficacy and challenge variables influence the time spent playing and perception of addiction. However, the need for escapism is the most determining factor for the perception of addiction to video games in players with both devices.

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Publication Details

Journal
Revista de Comunicación
Published
2025-09-03
DOI
https://doi.org/10.26441/rc24.2-2025-3860
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
0.00

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article

Drivers for video games perceived addiction among console and smartphone users

Sonia San Martín Gutiérrez, Rebeca San José Cabezudo, Carmen Camarero Izquierdo, Nadia Jiménez
Revista de Comunicación
Impact of Technology on Adolescents
article

Drivers for video games perceived addiction among console and smartphone users

Sonia San Martín Gutiérrez, Rebeca San José Cabezudo, Carmen Camarero Izquierdo, Nadia Jiménez
article en

Abstract

Purpose. This study aims to determine whether perceived addiction to video games is affected by the type of device used to play (smartphone versus console), paying special attention to the drivers for playing. Considering the theoretical framework of motivation, a structural model is proposed that considers three drivers (self-efficacy, challenge, and need for escapism) and an inhibitor (subjective norms) to explain the time spent on video games and perceived addiction. Methodology. We used a minimum partial squares (PLS) approach to estimate the structural equation model using first-hand information from 547 gamers in Spain. Findings. The results suggest that, regardless of the user's device, the two main factors determining whether they perceive being addicted to video games are the amount of time they spend playing and their need for escapism. We found that, specifically for console gamers, perceived self-efficacy and challenge affected how much time they spent playing. The perception of videogame addiction has increased because of the need for escapism, especially among smartphone gamers, because gaming applications and smartphones are portable and allow infinite time and space usage. Contribution. This work contributes to the existing literature by focusing on the type of device video gamers use and determining that there are indeed differences in how self-efficacy and challenge variables influence the time spent playing and perception of addiction. However, the need for escapism is the most determining factor for the perception of addiction to video games in players with both devices.

Revista de ComunicaciónVol. 24(2)
Universidad de Valladolid (ES), Universidad de Burgos (ES)
Ministerio de Ciencia, Innovación y Universidades, Consejería de Educación, Junta de Castilla y León, Junta de Castilla y León
Openalex Percentile: Top 68%
Impact of Technology on Adolescents
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