Discussion
This paper bridges a gap in the technology addiction
literature by examining how motivating factors and
prevention/harm reduction factors shape adolescents’
game playing behaviors and levels of online gaming
addiction. Although the majority of studies on game
playing and addiction examined mostly the functional
needs, and other drivers, such as demographics and
personality (e.g., Hur, 2006; Yee, 2006; Charlton &
Danforth, 2010), we included prevention and harm
reduction factors to present a more complete picture. As
a result, we managed to explain over 40% of the variation
in online game addiction.
In terms of motivating factors, the findings suggest that
(1) needs for mastering game mechanics, relationship
and escapism increase online game playing, (2) needs for
relationship and escapism increase online game addic-
tion. In terms of prevention and harm reduction factors,
the findings suggest that (1) attention switching, per-
ceived cost, and education/rationalization reduce game
playing, and (2) attention switching and parental
monitoring can reduce online game addiction. In con-
trast to our expectations, dissuasion and recourse restric-
tions were positively associated with online game playing
and addiction. It is therefore possible that such preven-
tion/harm reduction strategies are often employed only
after high levels of game playing and addiction areobserved. Finally, the findings suggest that online game
playing partially mediates the effects of prevention/harm
reduction and functional needs/motivation factors on
the formation of online game addiction. Based on these
findings, we discuss below several important insights and
directions for future research.