{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,10,6]],"date-time":"2026-10-06T21:27:24Z","timestamp":1791322044250,"version":"4.3.1"},"reference-count":73,"publisher":"Akademiai Kiado Zrt.","issue":"1","license":[{"start":{"date-parts":[[2025,3,28]],"date-time":"2025-03-28T00:00:00Z","timestamp":1743120000000},"content-version":"unspecified","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by-nc\/4.0\/"}],"funder":[{"name":"APPsyCI \u2013 Applied Psychology Research Center Capabilities and Inclusion","award":["FCT\/UIDB\/05299\/2020"],"award-info":[{"award-number":["FCT\/UIDB\/05299\/2020"]}]}],"content-domain":{"domain":["akjournals.com"],"crossmark-restriction":true},"short-container-title":["JBA"],"published-print":{"date-parts":[[2025,3,28]]},"abstract":"<jats:title>Abstract<\/jats:title>\n                  <jats:sec>\n                    <jats:title>Background and Aims<\/jats:title>\n                    <jats:p>The widespread popularity of video games reflects their appeal to meet fundamental needs. This study aims to investigate the psychological factors of gaming use, identifying profiles ranging from healthy to gaming disorder.<\/jats:p>\n                  <\/jats:sec>\n                  <jats:sec>\n                    <jats:title>Methods<\/jats:title>\n                    <jats:p>\n                      In this cross-sectional study, 5,222 participants were surveyed. This international sample included adolescents and adults (16\u201369 years,\n                      <jats:italic>M<\/jats:italic>\n                      \u00a0=\u00a025.6 years,\n                      <jats:italic>SD<\/jats:italic>\n                      = 6.44), 48.66% men (\n                      <jats:italic>n<\/jats:italic>\n                      = 2,541;\n                      <jats:italic>M<\/jats:italic>\n                      = 26.4,\n                      <jats:italic>SD<\/jats:italic>\n                      = 7.03), 42.32% women (\n                      <jats:italic>n<\/jats:italic>\n                      = 2,210;\n                      <jats:italic>M<\/jats:italic>\n                      = 25.1,\n                      <jats:italic>SD<\/jats:italic>\n                      = 5.78), and 9.02% non-binary individuals (\n                      <jats:italic>n<\/jats:italic>\n                      = 471;\n                      <jats:italic>M<\/jats:italic>\n                      = 23.3,\n                      <jats:italic>SD<\/jats:italic>\n                      = 5.23), spanning from casual gamers to esports professional players. Latent Profile Analysis (LPA) was employed to\u00a0identify distinct psychological profiles. The profile indicators included emotional regulation and motivations for playing video games. The profile correlates analysed included gaming disorder symptoms, time spent gaming and sociodemographics.\n                    <\/jats:p>\n                  <\/jats:sec>\n                  <jats:sec>\n                    <jats:title>Results<\/jats:title>\n                    <jats:p>\n                      The LPA revealed four profiles labelled as\n                      <jats:italic>avoidant<\/jats:italic>\n                      (20.16%),\n                      <jats:italic>engaged<\/jats:italic>\n                      (38.95%),\n                      <jats:italic>relational<\/jats:italic>\n                      (26.01%), and\n                      <jats:italic>dysregulated<\/jats:italic>\n                      (15.78%). Results suggested that the\n                      <jats:italic>dysregulated<\/jats:italic>\n                      profile had the most emotional regulation difficulties, a low level of general motivation, and less interest in recreational gaming, presenting the highest risk for gaming disorder.\n                    <\/jats:p>\n                  <\/jats:sec>\n                  <jats:sec>\n                    <jats:title>Discussion and Conclusions<\/jats:title>\n                    <jats:p>This study's findings present the first profiles encompassing key detailed psychological factors affecting gamers' behaviour across all game genres, considering three genders. These profiles can aid researchers and clinicians in developing further research on targeted prevention and intervention programs tailored to each profile's characteristics to promote healthy gaming habits and mitigate the risks and harm associated with gaming disorder.<\/jats:p>\n                  <\/jats:sec>","DOI":"10.1556\/2006.2024.00077","type":"journal-article","created":{"date-parts":[[2025,1,20]],"date-time":"2025-01-20T12:36:21Z","timestamp":1737376581000},"page":"276-288","update-policy":"https:\/\/doi.org\/10.1556\/policypage.crossmark.crossref.2","source":"Crossref","is-referenced-by-count":11,"title":["From healthy play to gaming disorder: Psychological profiles from emotional regulation and motivational factors"],"prefix":"10.1556","volume":"14","author":[{"ORCID":"https:\/\/orcid.org\/0000-0002-4891-3154","authenticated-orcid":true,"given":"C\u00e1tia Martins","family":"Castro","sequence":"first","affiliation":[{"name":"ISPA Instituto Universit\u00e1rio, Portugal"},{"name":"APPSYCI Applied Psychology Research Center Capabilities & Inclusion, Lisbon, Portugal"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-3129-262X","authenticated-orcid":true,"given":"David Dias","family":"Neto","sequence":"additional","affiliation":[{"name":"ISPA Instituto Universit\u00e1rio, Portugal"},{"name":"APPSYCI Applied Psychology Research Center Capabilities & Inclusion, Lisbon, Portugal"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"425","reference":[{"key":"B1","series-title":"Diagnostic and statistical manual of mental disorders","author":"American Psychiatric Association","year":"2013","unstructured":"American Psychiatric Association (2013). 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