RT info:eu-repo/semantics/article T1 Drivers for video games perceived addiction among console and smartphone users T2 Factores que fomentan la percepción de adicción a los videojuegos entre los usuarios de consolas y smartphones A1 Camarero Izquierdo, María Carmen A1 Jiménez Torres, Nadia Huitzilin A1 San José Cabezudo, Rebeca A1 San Martín Gutiérrez, Sonia K1 Device K1 Video games K1 Addiction K1 Time playing K1 Drivers K1 Dispositivo K1 Videojuegos K1 Adicción K1 Tiempo de juego K1 Motivadores K1 Consumidores-Conducta K1 Consumer behavior K1 Videojuegos K1 Video games AB Purpose. This study aims to determine whether perceived addiction to video games is affected by the type of device used to play (smartphone versus console), paying special attention to the drivers for playing. Considering the theoretical framework of motivation, a structural model is proposed that considers three drivers (self-efficacy, challenge, and need for escapism) and an inhibitor (subjective norms) to explain the time spent on video games and perceived addiction. Methodology. We used a minimum partial squares (PLS) approach to estimate the structural equation model using first-hand information from 547 gamers in Spain. Findings. The results suggest that, regardless of the user’s device, the two main factors determining whether they perceive being addicted to video games are the amount of time they spend playing and their need for escapism. We found that, specifically for console gamers, perceived self-efficacy and challenge affected how much time they spent playing. The perception of videogame addiction has increased because of the need for escapism, especially among smartphone gamers, because gaming applications and smartphones are portable and allow infinite time and space usage. Contribution. This work contributes to the existing literature by focusing on the ype of device video gamers use and determining that there are indeed differences in how self-efficacy and challenge variables influence the time spent playing and perception of addiction. However, the need for escapism is the most determining factor for the perception of addiction to video games in players with both devices PB Universidad de Piura. Facultad de Comunicación SN 1684-0933 YR 2025 FD 2025-09 LK https://hdl.handle.net/10259/10865 UL https://hdl.handle.net/10259/10865 LA eng NO This work was supported by the Spanish Ministry of Science, Innovation and Universities [PID2023-148263OA-I00; PID2021-123004NB-I00]; and by Consejería de Educación de la Junta de Castilla y León (Spain) (ORDEN EDU/1494/2024) for Research Group I+M+i. DS Repositorio Institucional de la Universidad de Burgos RD 23-may-2026