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Article
Publication date: 3 January 2017

Rachel Akiko Sato, Judy Drennan and Ian Lings

Online gaming is a global phenomenon that can lead to behavioural addiction and affect players’ mental and physical health. This paper aims to integrate the concepts of…

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Abstract

Purpose

Online gaming is a global phenomenon that can lead to behavioural addiction and affect players’ mental and physical health. This paper aims to integrate the concepts of help-seeking and stages of change to investigate triggers for problem recognition for problematic online gaming that lead to help-seeking behaviour.

Design/methodology/approach

Critical Incident Technique method was used to collect a total of 78 critical incidents from a sample of 12 male online gamers who self-identified as having experienced problematic online gaming behaviour.

Findings

Six classifications of problem recognition triggers for young male problematic online gamers were identified: self-realisation, negative consequences, negative emotions, social influence, competing priorities and impact on social skills. Results indicate that both positive and negative triggers are important for problem recognition.

Originality/value

Valuable contributions were made to the social marketing literature by presenting an integrated model of help-seeking and stages of change theories, providing new insights into SOC and expanding the understanding of the processes involved in the transition between pre-contemplation and contemplation.

Details

Journal of Social Marketing, vol. 7 no. 1
Type: Research Article
ISSN: 2042-6763

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