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[journal article]

dc.contributor.authorReer, Felixde
dc.contributor.authorKüpper, Lena Mariade
dc.contributor.authorWintterlin, Floriande
dc.contributor.authorQuandt, Thorstende
dc.date.accessioned2025-02-13T16:19:52Z
dc.date.available2025-02-13T16:19:52Z
dc.date.issued2025de
dc.identifier.issn2183-2439de
dc.identifier.urihttps://www.ssoar.info/ssoar/handle/document/99965
dc.description.abstractThe World Health Organization's decision to include addictive game use ("gaming disorder") in the International Classification of Diseases was the subject of controversial scientific debates (e.g., Aarseth et al., 2017; Rumpf et al., 2018; for an overview, see Reer & Quandt, 2021). However, knowledge is scarce on how addictive game use is perceived outside of academic circles (Schatto-Eckrodt et al., 2020). The current study aimed to fill this research gap by interviewing a stratified German sample (N = 1,075) on their attitudes toward the topic. We found that critical views about games and their addiction potential are rather common among the German general population. Further, we found evidence that many participants overestimated the number of players affected by gaming disorder. Regression analyses showed that age, gender, and gaming experience play a role in how individuals think about risks associated with game use. Interestingly, having heard about the topic in the media was associated with more critical attitudes and higher presumed prevalence rates. More exchange between scholars and the wider public is needed to increase knowledge on the topic. Further, media reports on gaming disorder should cover the latest research findings and the opposing views of scientists.de
dc.languageende
dc.subject.ddcPublizistische Medien, Journalismus,Verlagswesende
dc.subject.ddcNews media, journalism, publishingen
dc.subject.otherdigital games; gaming addiction; gaming disorder; moral panic; problematic game use; societal perception; video gamesde
dc.titleA Survey Study on Public Attitudes Toward Gaming Disorderde
dc.description.reviewbegutachtet (peer reviewed)de
dc.description.reviewpeer revieweden
dc.source.journalMedia and Communication
dc.source.volume13de
dc.publisher.countryPRTde
dc.subject.classozMeinungsforschungde
dc.subject.classozPublic Opinion Researchen
dc.subject.classozinteraktive, elektronische Mediende
dc.subject.classozInteractive, electronic Mediaen
dc.subject.thesozComputerspielde
dc.subject.thesozcomputer gameen
dc.subject.thesozSuchtde
dc.subject.thesozaddictionen
dc.subject.thesozMedienkonsumde
dc.subject.thesozmedia consumptionen
dc.subject.thesozMedienverhaltende
dc.subject.thesozmedia behavioren
dc.subject.thesozöffentliche Meinungde
dc.subject.thesozpublic opinionen
dc.subject.thesozBundesrepublik Deutschlandde
dc.subject.thesozFederal Republic of Germanyen
dc.rights.licenceCreative Commons - Namensnennung 4.0de
dc.rights.licenceCreative Commons - Attribution 4.0en
internal.statusformal und inhaltlich fertig erschlossende
internal.identifier.thesoz10058702
internal.identifier.thesoz10035052
internal.identifier.thesoz10069355
internal.identifier.thesoz10051166
internal.identifier.thesoz10052047
internal.identifier.thesoz10037571
dc.type.stockarticlede
dc.type.documentZeitschriftenartikelde
dc.type.documentjournal articleen
internal.identifier.classoz1080408
internal.identifier.classoz1080404
internal.identifier.journal793
internal.identifier.document32
internal.identifier.ddc070
dc.source.issuetopicDigital Games at the Forefront of Change: On the Meaningfulness of Games and Game Studiesde
dc.identifier.doihttps://doi.org/10.17645/mac.8701de
dc.description.pubstatusVeröffentlichungsversionde
dc.description.pubstatusPublished Versionen
internal.identifier.licence16
internal.identifier.pubstatus1
internal.identifier.review1
internal.dda.referencehttps://www.cogitatiopress.com/mediaandcommunication/oai/@@oai:ojs.cogitatiopress.com:article/8701
ssoar.urn.registrationfalsede


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