Games in everyday life: Profiles of adolescent digital gaming motives and well-being outcomes

Author:

Meriläinen MikkoORCID,Hietajärvi LauriORCID,Aurava RiikkaORCID,Stenros JaakkoORCID

Publisher

Elsevier BV

Reference104 articles.

1. Beyond screen time: Identity development in the digital age;Granic;Psychological Inquiry,2020

2. Problematic gaming behaviour in Finnish adolescents and young adults: relation to game genres, gaming motives and self-awareness of problematic use;Männikkö;Int. J. Mental Health Add.,2017

3. Problematic gaming behavior among Finnish junior high school students: Relation to socio-demographics and gaming behavior characteristics;Männikkö;Behav. Med.,2018

4. Kohti pelisivistystä: Nuorten digitaalinen pelaaminen ja pelihaitat kotien kasvatuskysymyksenä [Towards being gaming literate: Youth digital Gaming and Adverse Consequences as a Parenting Issue];Meriläinen,2020

5. Friends, fun, frustration and fantasy: child motivations for video game play;Ferguson;Motiv. Emot.,2013

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