Adolescent Gaming Profiles and Problematic Gaming Symptoms: A Joint Genre–Motivation Latent Class Analysis
摘要
Adolescent problematic gaming may be better understood by integrating what youth play with why they play. Using the 2023 Taiwan Communication Survey Youth Wave (N = 1171; ages 12–18), we estimated a joint latent class model on 16 game genres and 11 gaming motivations, identifying four gamer profiles—Competitive–Social (35.8%), Low-Involvement (29.0%), Omni–Core (11.9%), and Creative–Exploration (11.4%)—plus Non-Players (11.9%). Gender and personality predicted profile membership: females were less likely than males to be classified into gamer profiles rather than the Non-Player group (ORs = 0.08–0.50), higher Conscientiousness predicted lower odds of gamer-profile membership (OR = 0.57), and lower Agreeableness was uniquely associated with Omni–Core membership (OR = 0.60). Among gamers (n = 1032), profiles differed in problematic-gaming scores after adjusting for gender, age, stratum, Big Five traits, and weekly gaming hours (F(3, 1021) = 61.42, partial η2 = 0.153): adjusted means were highest for Omni–Core (3.40), followed by Creative–Exploration (3.16) and Competitive–Social (3.04), with Low-Involvement lowest (2.44). Weekly hours independently predicted greater problematic gaming (B = 0.011, p < 0.001), and the hours × profile interaction indicated steeper exposure-to-risk slopes for Competitive–Social and Creative–Exploration. Findings support profile-based screening and prevention beyond screen time alone in school and primary-care programs worldwide.