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Addressing problematic video game use: A multimethod, dual-context perspective on leisure-time use
Author(s) -
Antonius J. van Rooij,
Laura Nijkamp
Publication year - 2018
Publication title -
journal of behavioral addictions
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 2.265
H-Index - 47
eISSN - 2063-5303
pISSN - 2062-5871
DOI - 10.1556/2006.7.2018.62
Subject(s) - psychology , context (archaeology) , perspective (graphical) , scope (computer science) , dual (grammatical number) , diversity (politics) , leisure time , video game , social psychology , cognitive psychology , computer science , sociology , multimedia , physical activity , medicine , art , paleontology , literature , artificial intelligence , anthropology , physical medicine and rehabilitation , biology , programming language
A more integrative approach to the prevention of problematic gaming behavior is recommended in Király et al.’s review. We discuss the Dutch policy responses to problematic gaming behavior and suggest two alternatives to the dominant survey research approach to achieve this. Employing time-use/diary studies allows us to map out the full scope of leisure-time use and employing log-data analysis improves our understanding of gamer behavior within the virtual context. All of these approaches would benefit from accounting for the diversity of within-virtual context behavior. The approach is summarized as a multimethod, dual-context approach to understanding leisure-time behavior.

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