The push and pull influences on the amount of gaming can occur in real-life or virtually. Second, individual, interpersonal, and environmental influences acted simultaneously to push and pull on the amount of gaming. The negative experiences mainly resulted from using video games as a coping strategy for other life stressors. Video gaming offered both positive and negative experiences in gamers’ lives. Participants in this study understood what activities offered them a sense of meaning and personal growth. First, gaming was found to be a meaningful and purposeful activity. Qualitative data were analyzed thematically. Semi-structured interviews and week-long activity logs were used to collect data from the 16 problem gamers in five countries. ![]() This study aims to gain a more holistic understanding of the activities in the daily lives of problem gamers particularly, what is important to them, what motivates gaming, and what supports/constraints engagement in other life activities. Currently, a full appreciation of how problem gaming impacts the daily lives of gamers is lacking.
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