Mobile gaming and problematic smartphone use: A comparative study between Belgium and Finland

J Behav Addict. 2018 Mar 1;7(1):88-99. doi: 10.1556/2006.6.2017.080. Epub 2018 Jan 9.

Abstract

Background and aims Gaming applications have become one of the main entertainment features on smartphones, and this could be potentially problematic in terms of dangerous, prohibited, and dependent use among a minority of individuals. A cross-national study was conducted in Belgium and Finland. The aim was to examine the relationship between gaming on smartphones and self-perceived problematic smartphone use via an online survey to ascertain potential predictors. Methods The Short Version of the Problematic Mobile Phone Use Questionnaire (PMPUQ-SV) was administered to a sample comprising 899 participants (30% male; age range: 18-67 years). Results Good validity and adequate reliability were confirmed regarding the PMPUQ-SV, especially the dependence subscale, but low prevalence rates were reported in both countries using the scale. Regression analysis showed that downloading, using Facebook, and being stressed contributed to problematic smartphone use. Anxiety emerged as predictor for dependence. Mobile games were used by one-third of the respective populations, but their use did not predict problematic smartphone use. Very few cross-cultural differences were found in relation to gaming through smartphones. Conclusion Findings suggest mobile gaming does not appear to be problematic in Belgium and Finland.

Keywords: cross-cultural study; dangerous smartphone use; mobile gaming; problematic mobile phone use; prohibited smartphone use; smartphone dependence.

Publication types

  • Comparative Study

MeSH terms

  • Adolescent
  • Adult
  • Aged
  • Anxiety / epidemiology
  • Behavior, Addictive / epidemiology
  • Behavior, Addictive / psychology*
  • Belgium / epidemiology
  • Cross-Cultural Comparison
  • Female
  • Finland / epidemiology
  • Humans
  • Male
  • Middle Aged
  • Mobile Applications*
  • Psychometrics
  • Reproducibility of Results
  • Smartphone*
  • Socioeconomic Factors
  • Video Games*
  • Young Adult

Grants and funding

Funding sources: This work was supported by the European Commission (“Tech Use Disorders;” FP7-PEOPLE-805-2013-IEF-627999) through a grant awarded to OL-F.