[Self-perception and life satisfaction in video game addiction in young adolescents (11-14 years old)]
- PMID: 23200618
- DOI: 10.1016/j.encep.2012.04.003
[Self-perception and life satisfaction in video game addiction in young adolescents (11-14 years old)]
Abstract
Introduction: Video games are part of our society's major entertainments. This is now a global industry that covers the preferential activity of adolescents. But for some, the practice goes beyond a game and becomes an addictive functioning. Clinical practice is then faced with a new problem. It is important to understand the special bond that develops between a player and his/her video game in order to understand the addictive process.
Background: The game consists of a virtual world, a graphical construction that is a simulation of reality and which reinvents the laws that govern it. It also consists of a character embodied by the player who controls it: the avatar. Through the virtual world and avatar, the game offers the player a virtual personification that matches his/her expectations and projected ideal. The avatar allows the subject to compensate, or even to modify some aspects of the Self and thus enhance his/her perception of him/herself; the virtual life become more satisfying than real life.
Objectives: The aim of this research is to propose, from the study of the relationship between psychosocial variables (self-perception and life satisfaction) and the adolescent's practice of video games, elements of construction of an explanatory model of video gambling addiction.
Methods: The population of this research is composed of 74 adolescents aged 11-14 years (m(age)=12.78 and SD=0.921). Fourteen are identified as addicted to video games by the results of the Game Addiction Scale. The quantitative methodology allows measurement of the different psychosocial variables which appear important in the addictive process. The instruments used are: the Game Addiction Scale, the Self-Perception Profile and the Satisfaction with Life Scale.
Results: The results show that adolescents addicted to video games see their virtual and current Self as being less proficient than other teenagers. Furthermore, teenagers addicted to video games see their virtual Self as more proficient and adapted to the environment than their current Self. Moreover, adolescents addicted perceive their lives as less satisfying than others'. Hence, virtual life is perceived as more satisfying than real life among teenagers addicted to video games. Finally, this virtual experience is thus one of the factors that explain the addiction to video games. Through the game, the teenager can "live" a new version of him/herself, becoming secondarily alienating. The virtual world supplants real life and becomes the source of a clash of identity.
Copyright © 2012 L’Encéphale, Paris. Published by Elsevier Masson SAS. All rights reserved.
Similar articles
-
[Evaluation of the characteristics of addiction to online video games among adolescents and young adults].Encephale. 2011 Jun;37(3):217-23. doi: 10.1016/j.encep.2010.06.006. Epub 2010 Aug 17. Encephale. 2011. PMID: 21703437 French.
-
Recognizing problem video game use.Aust N Z J Psychiatry. 2010 Feb;44(2):120-8. doi: 10.3109/00048670903279812. Aust N Z J Psychiatry. 2010. PMID: 20113300
-
Self-concept deficits in massively multiplayer online role-playing games addiction.Eur Addict Res. 2013;19(5):227-34. doi: 10.1159/000345458. Epub 2013 Feb 15. Eur Addict Res. 2013. PMID: 23428827
-
Problematic computer game use among adolescents, younger and older adults.Addiction. 2013 Mar;108(3):592-9. doi: 10.1111/add.12016. Epub 2012 Nov 19. Addiction. 2013. PMID: 23078146 Review.
-
[Internet- and computer game addiction: phenomenology, comorbidity, etiology, diagnostics and therapeutic implications for the addictives and their relatives].Psychiatr Prax. 2010 Jul;37(5):219-24. doi: 10.1055/s-0030-1248442. Epub 2010 Jul 1. Psychiatr Prax. 2010. PMID: 20597036 Review. German.
Cited by
-
Difficulties in Emotion Regulation as a Mediator and Gender as a Moderator in the Relationship Between Problematic Digital Gaming and Life Satisfaction Among Adolescents.Behav Sci (Basel). 2025 Aug 12;15(8):1092. doi: 10.3390/bs15081092. Behav Sci (Basel). 2025. PMID: 40867449 Free PMC article.
-
A cross-sectional survey of internet use among university students.Eur Arch Psychiatry Clin Neurosci. 2021 Aug;271(5):975-986. doi: 10.1007/s00406-020-01211-1. Epub 2020 Nov 16. Eur Arch Psychiatry Clin Neurosci. 2021. PMID: 33200241 Free PMC article.
-
Exploring Differences in Four Types of Online Activities Across Individuals with and without Problematic Smartphone Use.Psychiatr Q. 2024 Dec;95(4):579-597. doi: 10.1007/s11126-024-10090-x. Epub 2024 Sep 7. Psychiatr Q. 2024. PMID: 39243278
Publication types
MeSH terms
LinkOut - more resources
Full Text Sources
Medical