Mediational role of gaming motives in the associations of the Five Factor Model of personality with weekly and disordered gaming in adolescents
![Thumbnail](/xmlui/bitstream/handle/10234/194586/76178_LopezFernandez_2021.pdf.jpg?sequence=5&isAllowed=y)
View/ Open
Impact
![Google Scholar](/xmlui/themes/Mirage2/images/uji/logo_google.png)
![Microsoft Academico](/xmlui/themes/Mirage2/images/uji/logo_microsoft.png)
Metadata
Show full item recordcomunitat-uji-handle:10234/9
comunitat-uji-handle2:10234/8033
comunitat-uji-handle3:10234/8636
comunitat-uji-handle4:
INVESTIGACIONMetadata
Title
Mediational role of gaming motives in the associations of the Five Factor Model of personality with weekly and disordered gaming in adolescentsDate
2021-06-26Publisher
Elsevier ScienceDirectBibliographic citation
Francisco J. López-Fernández, Laura Mezquita, Generós Ortet, Manuel I. Ibáñez, Mediational role of gaming motives in the associations of the Five Factor Model of personality with weekly and disordered gaming in adolescents, Personality and Individual Differences, Volume 182, 2021, 111063, ISSN 0191-8869Type
info:eu-repo/semantics/articleVersion
info:eu-repo/semantics/publishedVersionSubject
Abstract
Five Factor Model (FFM) personality dimensions are relevant distal factors for explaining videogaming behaviors that may act through more proximal variables such as motives. However, this mediational role of gaming ... [+]
Five Factor Model (FFM) personality dimensions are relevant distal factors for explaining videogaming behaviors that may act through more proximal variables such as motives. However, this mediational role of gaming motives in the relationships between FFM domains and gaming behaviors has not been examined yet. The present study explored direct and indirect effects of the FFM personality traits on weekly and disordered gaming via gaming motives among 364 adolescent players. Structural equation modeling revealed that disordered gaming was directly predicted by conscientiousness and directly and indirectly, via coping motives, by neuroticism. Low agreeableness was associated with disordered gaming through social interaction. On the other hand, low agreeableness presented significant total effects on weekly gaming. The findings suggest risky personality pathways observed in drug use and abuse are also found in regular and disordered gaming such as the negative affect regulation pathway and a possible deviance proneness pathway. [-]
Is part of
Personality and Individual Differences. Volume 182, November 2021Funder Name
Ministerio de Economia y Competitividad (MINECO/FEDER) | Ministerio de Ciencia, Innovación y Universidades | Generalitat Valenciana | Universitat Jaume I
Project code
PSI2015–67766-R | RTI2018-099800-B-I00 | GV/2016/158 | UJI-A2019-08, UJI-B2017-74, E-2018-16
Rights
info:eu-repo/semantics/openAccess
This item appears in the folowing collection(s)
- PSB_Articles [1321]