Cited by 33Impact of Technology on AdolescentsGambling Behavior and TreatmentsDigital Games and Media

Problem mobile gaming: The role of mobile gaming habits, context, and platform

Open access
Syvertsen, André, Ortiz de Gortari, Angelica B., King, Daniel L., Pallesen, Ståle·2022·Nordic Studies on Alcohol and Drugs

Abstract

Aims: Mobile gaming is a dominant form of gaming, known for its portability and for game characteristics that motivate continuous play and spending. Such involvement may also turn problematic, but research on problem gaming (PG) has tended to focus on non-mobile forms of gaming. The study was based on a cross-sectional observational design where students in upper secondary schools were recruited to a survey about mobile gaming. The age of the respondents ranged from 16 to 23 years ( n = 519; 52.4% men; mean age = 17.2 years, SD = 1.1). Methods: We examined (1) gaming frequency, gaming contexts, and in-game spending in relation to PG; (2) gaming context in relation to academic achievement and sleep quality; and (3) PG according to gaming platform (i.e., playing on mobile, console/computer, or mixed platforms) with Kruskal−Wallis tests, chi-square tests and Spearman rank-order correlations. Results: PG was positively associated with mobile gaming hours per week (η 2 = .02, p < .01), minutes per session (η 2 = .03, p < .001), making in-app purchases (Cramer's V = .15, p < .05), and gaming during homework (Cramer's V = .14, p < .05). Statistically significant associations were found between mobile gaming in bed and later sleep midpoint for weekdays ( r s = .18, p < .001) and weekends ( r s = .11, p < .05). Mixed platform gamers had increased likelihood of PG, console/computer gamers had increased likelihood of being at risk for PG, and mobile gamers had lower risk for PG (Cramer's V = .18, p < .001). Conclusion: Future studies should include specific measures of mobile gaming as it appears implicated in problem gaming, albeit to a lesser degree than console and computer gaming.

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

Integrity signals

Registry

Crossref · 10.1177/14550725221083189

Cites

11 of 11 references verified0 citation errors · 0 not checkable

Statistics

Claims the paper makes

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

Claims other papers make about this one

Each is checked against this paper’s own text: does it say what the citing paper says it does?

  • Mobile gaming among students while in bed was associated with delayed sleep but not lower GPA.

    “Interestingly, Syvertsen et al. (2022) observed that mobile gaming among students while in bed was associated with delayed sleep but not lower GPA.”

    From Extracurricular Video Game Use and Academic Achievement: A Systematic Literature Review (2026) · cites this paper as Syvertsen et al. (2022)

    The Results report that mobile gaming in bed was associated with a later sleep midpoint on weekdays and weekends, indicating delayed sleep phase. But the GPA analyses tested gaming during class and homework, not gaming in bed; the paper therefore does not establish the claim's bed-gaming–GPA comparison. (LLM, conf=0.90)

    Experimental — accuracy not yet measured
  • Traditional achievement measures may not fully capture attentional or engagement related costs of gaming during class or homework.

    “suggesting that traditional achievement measures may not fully capture attentional or engagement related costs (Syvertsen et al., 2022).”

    From Extracurricular Video Game Use and Academic Achievement: A Systematic Literature Review (2026) · cites this paper as Syvertsen et al., 2022

    The Results and Conclusion report no significant relationship between gaming during class or homework and GPA, and the Conclusion calls for more sophisticated ways to measure interference with daily functioning (page not provided). This supports the possibility that GPA misses some effects, but the paper does not measure or establish attentional or engagement-related costs in those settings. (LLM, conf=0.85)

    Experimental — accuracy not yet measured
  • Gaming during class or while completing homework is not always associated with lower GPA.

    “Some studies suggest that gaming during class or while completing homework is not always associated with lower GPA, suggesting that traditional achievement measures may not fully capture attentional or engagement related costs (Syvertsen et al., 2022).”

    From Extracurricular Video Game Use and Academic Achievement: A Systematic Literature Review (2026) · cites this paper as Syvertsen et al., 2022

Self-check

Percentages, sums and reported differences re-computed from the paper’s own numbers.

The self-check needs the paper’s full text.

Cites

Flagged first, then by citations

Research works printed but not linked: 51

  1. Alha K. Koskinen E. Paavilainen J. Hamari J. Kinnunen J. (2014, May). Free-to-play games: Professionals’ perspectives. Paper presented at Proceedings of Nordic DiGRA, Uppsala, Sweden. http://www.digra.org/wp-content/uploads/digital-library/nordicdigra2014_submission_8.pdf
  2. American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders (5th ed.). American Psychiatric Publishing.
  3. Billieux J. Maurage P. Lopez-Fernandez O. Kuss D. J. Griffiths M. D. (2015). Can disordered mobile phone use be considered a behavioral addiction? An update on current evidence and a comprehensive model for future research. Current Addiction Reports, 2(2), 156– 162. 10.1007/s40429-015-0054-y · DOI · Paper page
  4. Bowman N. D. Jöckel S. Dogruel L. (2015). “The app market has been candy crushed”: Observed and rationalized processes for selecting smartphone games. Entertainment Computing, 8, 1– 9. 10.1016/j.entcom.2015.04.001 · DOI
  5. Brooks G. A. Clark L. (2019). Associations between loot box use, problematic gaming and gambling, and gambling-related cognitions. Addictive Behaviors, 96, 26– 34. 10.1016/j.addbeh.2019.04.009 31030176 · DOI
  6. Brosowski T. Meyer G. Hayer T. (2012). Analyses of multiple types of online gambling within one provider: An extended evaluation framework of actual online gambling behaviour. International Gambling Studies, 12(3), 405– 419. 10.1080/14459795.2012.698295 · DOI
  7. Castro-Calvo J. King D. L. Stein D. J. Brand M. Carmi L. Chamberlain S. R. Billieux J. (2021). Expert appraisal of criteria for assessing gaming disorder: An international Delphi study. Addiction, 116(9), 2463–2475. 10.1111/add.15411 PMC8451754 33449441 · DOI · Paper page
  8. Chen C. Leung L. (2016). Are you addicted to Candy Crush Saga? An exploratory study linking psychological factors to mobile social game addiction. Telematics and Informatics, 33(4), 1155– 1166. 10.1016/j.tele.2015.11.005 · DOI
  9. Csibi S. Griffiths M. D. Demetrovics Z. Szabo A. (2021). Analysis of problematic smartphone use across different age groups within the “components model of addiction”. International Journal of Mental Health and Addiction, 19(3), 616– 631. 10.1007/s11469-019-00095-0 · DOI
  10. Donati M. A. Chiesi F. Ammannato G. Primi C. (2015). Versatility and addiction in gaming: The number of video-game genres played is associated with pathological gaming in male adolescents. Cyberpsychology, Behavior, and Social Networking, 18(2), 129– 132. 10.1089/cyber.2014.0342 25684613 · DOI
  11. Dreier M. Wölfling K. Duven E. Giralt S. Beutel M. Müller K. (2017). Free-to-play: About addicted whales, at risk dolphins and healthy minnows. Monetarization design and internet gaming disorder. Addictive Behaviors, 64, 328– 333. 10.1016/j.addbeh.2016.03.008 27178749 · DOI
  12. Eichenbaum A. Kattner F. Bradford D. Gentile D. A. Green C. S. (2015). Role-playing and real-time strategy games associated with greater probability of internet gaming disorder. Cyberpsychology, Behavior, and Social Networking, 18(8), 480– 485. 10.1089/cyber.2015.0092 26252934 · DOI
  13. Elliott L. Ream G. McGinsky E. Dunlap E. (2012). The contribution of game genre and other use patterns to problem video game play among adult video gamers. International Journal of Mental Health and Addiction, 10(6), 948– 969. 10.1007/s11469-012-9391-4 23284310 PMC3532852 · DOI
  14. González-Cabrera J. Basterra-González A. Montiel I. Calvete E. Pontes H. M. Machimbarrena J. M. (2022). Loot boxes in Spanish adolescents and young adults: Relationship with internet gaming disorder and online gambling disorder. Computers in Human Behavior, 126, 107012. 10.1016/j.chb.2021.107012 · DOI
  15. Griffiths M. D. Nuyens F. (2017). An overview of structural characteristics in problematic video game playing. Current Addiction Reports, 4(3), 272– 283. 10.1007/s40429-017-0162-y 28845381 PMC5554268 · DOI
  16. Hamari J. (2015). Why do people buy virtual goods? Attitude toward virtual good purchases versus game enjoyment. International Journal of Information Management, 35(3), 299– 308. 10.1016/j.ijinfomgt.2015.01.007 · DOI
  17. Hamari J. Alha K. Järvelä S. Kivikangas J. M. Koivisto J. Paavilainen J. (2017). Why do players buy in-game content? An empirical study on concrete purchase motivations. Computers in Human Behavior, 68, 538– 546. 10.1016/j.chb.2016.11.045 · DOI · Paper page
  18. Hou J. Nam Y. Peng W. Lee K. M. (2012). Effects of screen size, viewing angle, and players’ immersion tendencies on game experience. Computers in Human Behavior, 28(2), 617– 623. 10.1016/j.chb.2011.11.007 · DOI
  19. Jang Y. Ryu S. (2016). The role of parenting behavior in adolescents’ problematic mobile game use. Social Behavior and Personality: An International Journal, 44(2), 269– 282. 10.2224/sbp.2016.44.2.269 · DOI
  20. Kantermann T. Sung H. Burgess H. J. (2015). Comparing the morningness−eveningness questionnaire and Munich chronotype questionnaire to the dim light melatonin onset. Journal of Biological Rhythms, 30(5), 449– 453. 10.1177/0748730415597520 26243627 PMC4580371 · DOI · Paper page
  21. Kates A. W. Wu H. Coryn C. L. S. (2018). The effects of mobile phone use on academic performance: A meta-analysis. Computers & Education, 127, 107– 112. 10.1016/j.compedu.2018.08.012 · DOI · Paper page
  22. Kimppa K. K. Heimo O. I. Harviainen J. T. (2016). First dose is always freemium. ACM SIGCAS Computer and Society, 45(3), 132– 137. 10.1145/2874239.2874258 · DOI
  23. King D. L. Chamberlain S. R. Carragher N. Billieux J. Stein D. Mueller K. Potenza M. N. Rumpf H. J. Saunders J. Starcevic V. Demetrovics Z. (2020). Screening and assessment tools for gaming disorder: A comprehensive systematic review. Clinical Psychology Review, 77, Article 101831. 10.1016/j.cpr.2020.101831 32143109 · DOI · Paper page
  24. King D. L. Delfabbro P. H. (2019). Video game monetization (e.g., “loot boxes”): A blueprint for practical social responsibility measures. International Journal of Mental Health and Addiction, 17(1), 166– 179. 10.1007/s11469-018-0009-3 · DOI
  25. King D. L. Delfabbro P. H. Gainsbury S. M. Dreier M. Greer N. Billieux J. (2019). Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective. Computers in Human Behavior, 101, 131– 143. 10.1016/j.chb.2019.07.017 · DOI
  26. King D. L. Delfabbro P. H. Griffiths M. D. (2010). Video game structural characteristics: A new psychological taxonomy. International Journal of Mental Health and Addiction, 8(1), 90– 106. 10.1007/s11469-009-9206-4 · DOI
  27. King D. L. Delfabbro P. H. Griffiths M. D. (2013). Trajectories of problem video gaming among adult regular gamers: An 18-month longitudinal study. Cyberpsychology, Behavior, and Social Networking, 16(1), 72– 76. 10.1089/cyber.2012.0062 23098213 · DOI
  28. King D. L. Delfabbro P. H. Perales J. C. Deleuze J. Király O. Krossbakken E. Billieux J. (2019). Maladaptive player−game relationships in problematic gaming and gaming disorder: A systematic review. Clinical Psychology Review, 73, Article 101777. 10.1016/j.cpr.2019.101777 31707185 · DOI
  29. King D. L. Gradisar M. Drummond A. Lovato N. Wessel J. Micic G. Douglas P. Delfabbro P. (2013). The impact of prolonged violent video-gaming on adolescent sleep: An experimental study. Journal of Sleep Research, 22(2), 137– 143. 10.1111/j.1365-2869.2012.01060.x 23137332 · DOI
  30. King D. L. Potenza M. N. (2020). Gaming disorder among female adolescents: A hidden problem? Journal of Adolescent Health, 66(6), 650– 652. 10.1016/j.jadohealth.2020.03.011 32473719 · DOI
  31. LaPlante D. A. Nelson S. E. Gray H. M. (2014). Breadth and depth involvement: Understanding internet gambling involvement and its relationship to gambling problems. Psychology of Addictive Behaviors, 28(2), 396– 403. 10.1037/a0033810 23915365 · DOI
  32. Larche C. J. Musielak N. Dixon M. J. (2017). The Candy Crush sweet tooth: How “near-misses” in Candy Crush increase frustration, and the urge to continue gameplay. Journal of Gambling Studies, 33(2), 599– 615. 10.1007/s10899-016-9633-7 27435416 PMC5445157 · DOI
  33. Lemmens J. S. Hendriks S. J. F. (2016). Addictive online games: Examining the relationship between game genres and internet gaming disorder. Cyberpsychology, Behavior, and Social Networking, 19(4), 270– 276. 10.1089/cyber.2015.0415 26959285 · DOI
  34. Lemmens J. S. Valkenburg P. M. Gentile D. A. (2015). The Internet Gaming Disorder Scale. Psychological Assessment, 27(2), 567– 582. 10.1037/pas0000062 25558970 · DOI
  35. Lewczuk K. Nowakowska I. Lewandowska K. Potenza M. N. Gola M. (2021). Frequency of use, moral incongruence and religiosity and their relationships with self-perceived addiction to pornography, internet use, social networking and online gaming. Addiction, 116(4), 889– 899. 10.1111/add.15272 32955140 · DOI
  36. Li W. Mills D. Nower L. (2019). The relationship of loot box purchases to problem video gaming and problem gambling. Addictive Behaviors, 97, 27– 34. 10.1016/j.addbeh.2019.05.016 31129456 · DOI
  37. Lipovac K. Đerić M. Tešić M. Andrić Z. Marić B. (2017). Mobile phone use while driving: Literary review. Transportation Research Part F: Traffic Psychology and Behaviour, 47, 132– 142. 10.1016/j.trf.2017.04.015 · DOI
  38. Mäyrä F. Alha K. (2020). Mobile gaming. In Kowert R. Quandt T. (Eds.), The video game debate 2: Revisiting the physical, social, and psychological effects of video games (pp. 107– 120). Taylor & Francis.
  39. Na E. Choi I. Lee T.-H. Lee H. Rho M. J. Cho H. Jung D. J. Kim D.-J. (2017). The influence of game genre on internet gaming disorder. Journal of Behavioral Addictions, 6(2), 248– 255. 10.1556/2006.6.2017.033 PMC5520129 28658960 · DOI
  40. Paulus F. W. Ohmann S. Von Gontard A. Popow C. (2018). Internet gaming disorder in children and adolescents: A systematic review. Developmental Medicine & Child Neurology, 60(7), 645– 659. 10.1111/dmcn.13754 29633243 · DOI
  41. Peter S. C. Li Q. Pfund R. A. Whelan J. P. Meyers A. W. (2019). Public stigma across addictive behaviors: Casino gambling, eSports gambling, and internet gaming. Journal of Gambling Studies, 35(1), 247– 259. 10.1007/s10899-018-9775-x 29627881 · DOI
  42. Raiha S. Yang G. Wang L. Dai W. Wu H. Meng G. Zhong B. Liu X. (2020). Altered reward processing system in internet gaming disorder. Frontiers in Psychiatry, 11, 1378. 10.3389/fpsyt.2020.599141 PMC7746551 33343426 · DOI
  43. Sæle R. G. Sørlie T. Nergård-Nilssen T. Ottosen K. O. Goll C. B. Friborg O. (2016). Demographic and psychological predictors of Grade Point Average (GPA) in North-Norway: A particular analysis of cognitive/school-related and literacy problems. Educational Psychology, 36(10), 1886– 1907. 10.1080/01443410.2014.998630 · DOI
  44. Saxvig I. W. Pallesen S. Wilhelmsen-Langeland A. Molde H. Bjorvatn B. (2012). Prevalence and correlates of delayed sleep phase in high school students. Sleep Medicine, 13(2), 193– 199. 10.1016/j.sleep.2011.10.024 22153780 · DOI
  45. Sivertsen B. Harvey A. G. Pallesen S. Hysing M. (2015). Mental health problems in adolescents with delayed sleep phase: Results from a large population-based study in Norway. Journal of Sleep Research, 24(1), 11– 18. 10.1111/jsr.12254 25358244 · DOI · Paper page
  46. Sivertsen B. Pallesen S. Stormark K. M. Bøe T. Lundervold A. J. Hysing M. (2013). Delayed sleep phase syndrome in adolescents: Prevalence and correlates in a large population based study. BMC Public Health, 13(1), Article 1163. 10.1186/1471-2458-13-1163 24330358 PMC3878844 · DOI
  47. Stone J. A. (2019). Self-identification as a “gamer” among college students: Influencing factors and perceived characteristics. New Media & Society, 21(11–12), 2607– 2627. 10.1177/1461444819854733 · DOI
  48. Wang H. Z. Sheng J. R. Wang J. L. (2019). The association between mobile game addiction and depression, social anxiety, and loneliness. Frontiers in Public Health, 7, Article 247. 10.3389/fpubh.2019.00247 31552213 PMC6743417 · DOI
  49. World Medical Association. (2013). World Medical Association Declaration of Helsinki: ethical principles for medical research involving human subjects. JAMA, 310(20), 2191–2194. 10.1001/jama.2013.281053 · DOI · Paper page
  50. Yi J. Lee Y. Kim S.-H. (2019). Determinants of growth and decline in mobile game diffusion. Journal of Business Research, 99, 363– 372. 10.1016/j.jbusres.2017.09.045 · DOI
  51. Zendle D. Meyer R. Cairns P. Waters S. Ballou N. (2020). The prevalence of loot boxes in mobile and desktop games. Addiction, 115(9), 1768– 1772. 10.1111/add.14973 31957942 · DOI

Cited by

Sorted by citations

Authors
Syvertsen, A., Ortiz de Gortari, A. B., King, D. L., & Pallesen, S.
Affiliations
  • University of Bergen (NO)
  • University of Bergen, Norway; and University of Liège, Belgium
  • Flinders University (AU)
  • North-West University (ZA)
Corresponding author
Syvertsen, André
Venue
Nordic Studies on Alcohol and Drugs
Published
2022-04-07
Volume
39
Issue
4
Pages
362-378
ISSN
  • 1455-0725 (ISSN-L)
  • 1458-6126
OpenAlex
W4226070021
Cited by
33
References
11
Citations by year
2026: 5 · 2025: 6 · 2024: 13 · 2023: 6 · 2022: 3
FWCI
10.07
Type
journal article
Language
en
Open access
Locations
  • Nordic Studies on Alcohol and Drugs (publishedVersion, cc-by)
  • PubMed Central (publishedVersion, cc-by)
  • PubMed (publishedVersion)
  • NORA - Norwegian Open Research Archives (submittedVersion, cc-by)
Topics
  • Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
  • Social Sciences › Psychology › Clinical Psychology › Gambling Behavior and Treatments
  • Social Sciences › Sociology and Political Science › Digital Games and Media
Keywords
problem gaming, mobile gaming, gaming habits, in-app purchases, game platforms, sleep quality, academic performance, adolescents, high school students

About these checks

Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Statistics and arithmetic are recomputed, not judged.

Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.

What counts as a claim ›How we measure confidence ›How we check this ›

Are you an author, or do you see a problem with this page? Request a review