What determines video game use? : the impact of users’ habits, addictive tendencies, and intentions to play

The present study explores the role of intentions, habits, and addictive tendencies in people’s video game use. The approach sets out from the assumption that both habits and addictive tendencies determine higher amounts of video game use. However, the present study examines if this impact of both h...

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Main Authors: Hartmann, Tilo, Jung, Younbo, Vorderer, Peter
Other Authors: Wee Kim Wee School of Communication and Information
Format: Article
Language:English
Published: 2013
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Online Access:https://hdl.handle.net/10356/100903
http://hdl.handle.net/10220/18218
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-1009032020-03-07T12:15:51Z What determines video game use? : the impact of users’ habits, addictive tendencies, and intentions to play Hartmann, Tilo Jung, Younbo Vorderer, Peter Wee Kim Wee School of Communication and Information DRNTU::Social sciences::Mass media::Alternative media DRNTU::Social sciences::Communication::Audience research DRNTU::Social sciences::Psychology::Applied psychology The present study explores the role of intentions, habits, and addictive tendencies in people’s video game use. The approach sets out from the assumption that both habits and addictive tendencies determine higher amounts of video game use. However, the present study examines if this impact of both habits and addictive tendencies on video game use is mediated by users’ intentions to play. Furthermore, the impact of habits and addictive tendencies on video game use may also be lower the less users intend to play (indicating a moderating role of intention). To test these assumptions, data was collected in a survey with two waves (N = 351). Determinants were measured before the outcome, i.e. subsequent video game use. Results of mediation analyses reveal a positive impact of both habits and addictive tendencies on video game use that is partly carried on by users’ intentions. Furthermore, moderation analyses suggest that the impact of habits - but not of addictive tendencies - on video game use decreases the less users intend to play. Taken together, these findings suggest that users´ video game habits, addictive tendencies, and intentions jointly determine video game use. Accepted version 2013-12-12T02:15:20Z 2019-12-06T20:30:20Z 2013-12-12T02:15:20Z 2019-12-06T20:30:20Z 2012 2012 Journal Article Hartmann, T., Jung, Y., & Vorderer, P. (2012). What determines video game use? The impact of users’ habits, addictive tendencies, and intentions to play. Journal of media psychology : theories, methods, and applications, 24(1), 19-30. 1864-1105 https://hdl.handle.net/10356/100903 http://hdl.handle.net/10220/18218 10.1027/1864-1105/a000059 en Journal of media psychology : theories, methods, and applications © 2012 Hogrefe Publishing. This is the author created version of a work that has been peer reviewed and accepted for publication by Journal of Media Psychology: Theories, Methods, and Applications, Hogrefe Publishing. It incorporates referee’s comments but changes resulting from the publishing process, such as copyediting, structural formatting, may not be reflected in this document. The published version is available at: [DOI:http://dx.doi.org/10.1027/1864-1105/a000059]. 37 pages application/pdf
institution Nanyang Technological University
building NTU Library
country Singapore
collection DR-NTU
language English
topic DRNTU::Social sciences::Mass media::Alternative media
DRNTU::Social sciences::Communication::Audience research
DRNTU::Social sciences::Psychology::Applied psychology
spellingShingle DRNTU::Social sciences::Mass media::Alternative media
DRNTU::Social sciences::Communication::Audience research
DRNTU::Social sciences::Psychology::Applied psychology
Hartmann, Tilo
Jung, Younbo
Vorderer, Peter
What determines video game use? : the impact of users’ habits, addictive tendencies, and intentions to play
description The present study explores the role of intentions, habits, and addictive tendencies in people’s video game use. The approach sets out from the assumption that both habits and addictive tendencies determine higher amounts of video game use. However, the present study examines if this impact of both habits and addictive tendencies on video game use is mediated by users’ intentions to play. Furthermore, the impact of habits and addictive tendencies on video game use may also be lower the less users intend to play (indicating a moderating role of intention). To test these assumptions, data was collected in a survey with two waves (N = 351). Determinants were measured before the outcome, i.e. subsequent video game use. Results of mediation analyses reveal a positive impact of both habits and addictive tendencies on video game use that is partly carried on by users’ intentions. Furthermore, moderation analyses suggest that the impact of habits - but not of addictive tendencies - on video game use decreases the less users intend to play. Taken together, these findings suggest that users´ video game habits, addictive tendencies, and intentions jointly determine video game use.
author2 Wee Kim Wee School of Communication and Information
author_facet Wee Kim Wee School of Communication and Information
Hartmann, Tilo
Jung, Younbo
Vorderer, Peter
format Article
author Hartmann, Tilo
Jung, Younbo
Vorderer, Peter
author_sort Hartmann, Tilo
title What determines video game use? : the impact of users’ habits, addictive tendencies, and intentions to play
title_short What determines video game use? : the impact of users’ habits, addictive tendencies, and intentions to play
title_full What determines video game use? : the impact of users’ habits, addictive tendencies, and intentions to play
title_fullStr What determines video game use? : the impact of users’ habits, addictive tendencies, and intentions to play
title_full_unstemmed What determines video game use? : the impact of users’ habits, addictive tendencies, and intentions to play
title_sort what determines video game use? : the impact of users’ habits, addictive tendencies, and intentions to play
publishDate 2013
url https://hdl.handle.net/10356/100903
http://hdl.handle.net/10220/18218
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