{"id":{"repo_id":"wayne-thes","oai_identifier":"oai:digitalcommons.wayne.edu:oa_dissertations-2453"},"canonical_url":"https://search.dev.ndltd.org/etd/wayne-thes/oai:digitalcommons.wayne.edu:oa_dissertations-2453","repository":{"repo_id":"wayne-thes","name":"Wayne State University","base_url":"https://digitalcommons.wayne.edu/do/oai/"},"display":{"title":"Video Game Addiction And Motivation In Emerging Adults: A Person-Centered Approach","abstract":"<p>This study investigated risk for problem video game play (PVGP) and motivation for play in emerging adult college students. A sample of 700 undergraduate students were recruited to participate in an online survey. A person-centered approach was utilized to examine risk for PVGP, and found three clusters of individuals representing a High Functioning/High Gaming group, A Low Functioning/Moderate Gaming group, and a High Functioning/Low Gaming group. For motivation it was found that participants who derived satisfaction of higher order needs from video game play had an increased likelihood of PVGP. In addition, individuals who had lower satisfaction with physiological needs, were more likely to play video games as a means of escape.</p>","abstract_html":"&lt;p&gt;This study investigated risk for problem video game play (PVGP) and motivation for play in emerging adult college students. A sample of 700 undergraduate students were recruited to participate in an online survey. A person-centered approach was utilized to examine risk for PVGP, and found three clusters of individuals representing a High Functioning/High Gaming group, A Low Functioning/Moderate Gaming group, and a High Functioning/Low Gaming group. For motivation it was found that participants who derived satisfaction of higher order needs from video game play had an increased likelihood of PVGP. In addition, individuals who had lower satisfaction with physiological needs, were more likely to play video games as a means of escape.&lt;/p&gt;","abstract_has_math":false,"creators":["Kohl, Amy Beth"],"institution":null,"degree_name":"Ph.D.","degree_level":"Open Access Dissertation","degree_discipline":"Psychology","degree_department":null,"school":null,"contributors":["Robert T. Partridge"],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2016,"date_issued":"2016-01-01T08:00:00Z","date_published":"2016-01-01T08:00:00Z","updated_at":"2026-07-24T06:00:26Z","subjects":["Emerging Adult","Problem Video Game Playing","Video Game Addiction","Psychology"],"languages":[],"rights":[],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":"https://digitalcommons.wayne.edu/oa_dissertations/1454","outbound_label":"Repository record","outbound_source":"dc:identifier"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor","label":"Contributor","values":["Robert T. 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A sample of 700 undergraduate students were recruited to participate in an online survey. A person-centered approach was utilized to examine risk for PVGP, and found three clusters of individuals representing a High Functioning/High Gaming group, A Low Functioning/Moderate Gaming group, and a High Functioning/Low Gaming group. For motivation it was found that participants who derived satisfaction of higher order needs from video game play had an increased likelihood of PVGP. In addition, individuals who had lower satisfaction with physiological needs, were more likely to play video games as a means of escape.</p>"]},{"key":"dc:title","label":"Title","values":["Video Game Addiction And Motivation In Emerging Adults: A Person-Centered Approach"]}]}],"canonical_facts":{"dc:contributor":["Robert T. Partridge"],"dc:creator":["Kohl, Amy Beth"],"dc:date.available":["2016-01-01T08:00:00Z"],"dc:description.abstract":["<p>This study investigated risk for problem video game play (PVGP) and motivation for play in emerging adult college students. A sample of 700 undergraduate students were recruited to participate in an online survey. A person-centered approach was utilized to examine risk for PVGP, and found three clusters of individuals representing a High Functioning/High Gaming group, A Low Functioning/Moderate Gaming group, and a High Functioning/Low Gaming group. For motivation it was found that participants who derived satisfaction of higher order needs from video game play had an increased likelihood of PVGP. In addition, individuals who had lower satisfaction with physiological needs, were more likely to play video games as a means of escape.</p>"],"dc:identifier":["https://digitalcommons.wayne.edu/oa_dissertations/1454"],"dc:subject":["Emerging Adult","Problem Video Game Playing","Video Game Addiction","Psychology"],"dc:title":["Video Game Addiction And Motivation In Emerging Adults: A Person-Centered Approach"],"thesis:degree_discipline":["Psychology"],"thesis:degree_level":["Open Access Dissertation"],"thesis:degree_name":["Ph.D."]},"updated_at":"2026-07-24T06:00:26Z"}