Evidence map›Paper›PMID 42782497›Full record

ArticleJournal of youth and adolescence2026

Motivational Profiles of Adolescent Gaming and Their Associations with Psychopathology and Well-Being.

Jennipher Jildenstål, Sabina Kapetanovic, Sevtap Gurdal

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Article in Journal of youth and adolescence, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

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0cells of the map it votes in
0citing papers in PubMed
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1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

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Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

3 authors.

Jennipher JildenstålDepartment of Psychology, Pedagogy and Sociology, University West, Trollhättan, Sweden.
Sabina KapetanovicDepartment of Psychology, Pedagogy and Sociology, University West, Trollhättan, Sweden. sabina.kapetanovic@hv.se.ORCID http://orcid.org/0000-0002-2998-7289
Sevtap GurdalDepartment of Psychology, Pedagogy and Sociology, University West, Trollhättan, Sweden.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Digital gaming is a common leisure activity among adolescents, yet its relationship with mental health remains poorly understood. Emerging evidence suggests that gaming motivations may be more informative than gaming behavior per se for understanding adolescent psychological outcomes. The present study examined associations between gaming motives and mental health and identified distinct motivational profiles among adolescent gamers. Participants were Swedish adolescents aged 14-17 years (n = 418; 62.2% boys). Gaming motives were assessed across seven domains, and mental health was operationalized across both dimensions of the dual-continua model: psychopathology, indexed by internalizing and externalizing problems, and positive mental health, indexed by subjective well-being. Latent profile analysis identified four motivational profiles: low-motive gamers, broadly motivated gamers, competition-oriented gamers, and highly motivated gamers. Avoidance-oriented motives (escape, coping, fantasy) were associated with lower well-being and higher internalizing and externalizing problems, whereas competence-related motives (competition, skill development) were associated with more favorable well-being. Two profiles represented potential clinical risk groups: broadly motivated gamers reported the highest internalizing problems, and highly motivated gamers the highest externalizing problems. These findings suggest that assessing gaming motivations and not merely gaming frequency, may improve identification of at-risk adolescents and inform more targeted clinical screening and intervention.

Indexed as

AdolescentsGaming MotivesMotivational ProfilesPsychopathologyWell-Being

Identifiers

What OpenQuestion holds

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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.