Related Experiment Video
Updated: Oct 25, 2025

Measuring Engagement of Spectators of Social Digital Games
Published on: July 3, 2021
Adolescents' Game User Type Based on Adaptive and Maladaptive Game Use.
1Department of Home Economics Education, College of Education, Jeonju University, Jeonju, South Korea.
This study identified four adolescent gaming types: general, adaptive, maladaptive, and twofold. General game users reported better mental health and quality of life, while adaptive users excelled academically, suggesting tailored online game education is crucial.
Area of Science:
- Psychology
- Adolescent Health
- Digital Media Studies
Background:
- Adolescent gaming habits are diverse, encompassing both beneficial and detrimental patterns.
- Understanding these distinct gaming behaviors is essential for addressing their impact on well-being.
Purpose of the Study:
- To classify adolescents into distinct game user types based on adaptive and maladaptive gaming.
- To investigate the relationship between these user types and mental health, academic achievement, and quality of life.
Main Methods:
- Secondary analysis of the "Game User Panel" data (9th analysis).
- Classification of adolescents into General Game Users (GGUs), Adaptive Game Users (AGUs), Maladaptive Game Users (MGUs), and Twofold Game Users (TGUs).
- Analysis of variance (ANOVA) with post hoc Tukey tests to compare outcomes across groups.
Main Results:
- GGUs (39.5%) showed the lowest depression and anxiety, and highest quality of life.
- AGUs (11.3%) demonstrated the highest academic achievement.
- MGUs (11.2%) and TGUs (38.0%) exhibited poorer mental health outcomes compared to GGUs.
Conclusions:
- Adolescent gaming is a spectrum, with few experiencing purely adaptive use.
- Online game education and interventions should be personalized according to identified game user types.
- Tailored approaches are necessary to support adolescent mental health and academic success in relation to gaming.
Related Concept Videos
Social Foundations of Self I: Play and Game
Cognitive Development During Adolescence
Revisionist Views of Adolescent and Adult Cognition
Emerging Adulthood
Social Foundations of Self II: The Generalized Other
Social Scripts

