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.
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.
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.
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.
This paper is part of a project under the Young and Wellness Cooperative Research Centre.
Sato, R., Drennan, J. and Lings, I. (2017), "Problem recognition: integrating help-seeking theory in social marketing", Journal of Social Marketing, Vol. 7 No. 1, pp. 2-17. https://doi.org/10.1108/JSOCM-06-2015-0034Download as .RIS
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