scholarly journals Gaming Motivation and Problematic Video Gaming: The Role of Needs Frustration

2017 ◽  
Author(s):  
Devin J. Mills ◽  
Marina Milyavskaya ◽  
Nancy L. Heath ◽  
Jeffrey L. Derevensky

Motivation is often used as a predictor of a problematic style of video game engagement, implying that individuals’ gaming undermines optimal functioning. Drawing from recent advances in Self-Determination Theory (SDT), the present study explores the links between gaming motivations, the daily frustration of basic psychological needs, and reports of problematic video gaming (PVG). A sample of 1,029 participants (72.8% male; M = 22.96 years; SD = 4.13 years) completed items regarding their gaming engagement and gaming motivation as well as their experience of needs frustration and PVG symptoms. Results revealed positive associations between gaming motivations and PVG, and between daily needs frustration and PVG. Finally, after comparing several competing models, a mediational model whereby needs frustration explained the association between individuals’ gaming motivation and PVG emerged as best fitting the data. The discussion addresses the theoretical and practical implications of these findings in the context of recent research.

2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


Author(s):  
Devin J. Mills ◽  
Jessica Mettler ◽  
Michael J. Sornberger ◽  
Nancy L. Heath

Problematic video game use (PVGU) is an inability to meet personal and social responsibilities due to video gaming. It is estimated to affect 5 to 6% of adolescents. Research demonstrates greater video game engagement is associated with a poorer perception of self in several domains; however, the relation between PVGU and self-perception has not yet be examined. The present study explored this association using a sample of 758 Grade 7 adolescents (55.1% Female; Mage= 12.34 years; SD = 0.49 years). Results revealed greater PVGU to be associated with a poorer perception of self within the behavioural conduct and close friendship domains. Similar differences emerged when examining reports of self-perception across the PVGU classifications (i.e., None, Minimal, At-Risk, Problematic). Unexpectedly, two interactions between gender and PVGU classifications were observed for the behavioural conduct and self-worth domains of self-perception. The discussion addresses the implications of these findings and points to areas of future research.


Work ◽  
2015 ◽  
Vol 52 (1) ◽  
pp. 45-55 ◽  
Author(s):  
Arjella R. van Scheppingen ◽  
Ernest M.M. de Vroome ◽  
Kristin C.J.M. ten Have ◽  
Gerard I.J.M. Zwetsloot ◽  
Noortje Wiezer ◽  
...  

BACKGROUND: Vitality at work is an important factor for optimal functioning and sustainable employability. To date, knowledge on how to promote vitality at work is fragmented. OBJECTIVE: Contribute to knowledge on how to promote vitality at work. METHODS: Determinants of vitality at work are identified from three scientific fields, and used in a comprehensive model. Regression analyses on cross-sectional data from a Dutch dairy company (N = 629) are performed to examine the associations between these factors, vitality at work, and employees’ perceived effective personal functioning and sustainable employability. RESULTS: Vitality at work is most strongly associated with basic psychological needs of self-determination, but also with healthy lifestyle behavior, having a balanced workstyle, and social capital. Vitality at work is also associated with effective personal functioning and with sustainable employability. CONCLUSIONS: The study confirms the multifactorial nature of vitality at work. Since organizational culture may support self-determination, and cultural aspects themselves are positively associated with vitality, organizational culture seems particular important in promoting vitality at work. Additionally, a healthy lifestyle appears important. The associations between vitality at work and effective personal functioning and sustainable employability endorse the combined health-based, business-related and societal importance of vitality at work.


Author(s):  
Devin J. Mills ◽  
Jessica Mettler ◽  
Michael J. Sornberger ◽  
Nancy L. Heath

Problematic video game use (PVGU) is an inability to meet personal and social responsibilities due to video gaming. It is estimated to affect 5 to 6% of adolescents. Research demonstrates greater video game engagement is associated with a poorer perception of self in several domains; however, the relation between PVGU and self-perception has not yet been examined. The present study explored this association using a sample of 758 Grade 7 adolescents (55.1% Female; Mage = 12.34 years; SD = 0.49 years). Results revealed greater PVGU to be associated with a poorer perception of self within the behavioural conduct and close friendship domains. Similar differences emerged when examining reports of self-perception across the PVGU classifications (i.e., None, Minimal, At-Risk, Problematic). Unexpectedly, two interactions between gender and PVGU classifications were observed for the behavioural conduct and self-worth domains of self-perception. The discussion addresses the implications of these findings and points to areas of future research.


2021 ◽  
Author(s):  
◽  
Florian Flueggen

<p>Playing computer games has often been theorised to be linked to the wellbeing of users. However, the variables involved and the relationships and interactions between them have not been established. The purpose of the present study was to investigate, whether there are core aspects of game usage that are related to increased or decreased wellbeing, and the extent to which these depend on players’ real-life situations. The project comprised three studies and used an exploratory sequential mixed-methods design. In the first study, the ways in which players use games were investigated. To identify the key aspects of game usage for distinguishing and describing how players use games, in-depth interviews were conducted with 23 players of different games. This data and two subsequent quantitative tests, the first with 314 participants and the second with 770 participants, were used to develop a game-usage questionnaire and a framework with eight factors. The relationship between game usage and wellbeing was investigated in a longitudinal study conducted over nine months with 531 participants. Personality – as proxy for internal characteristics – and basic psychological needs – as proxy for participants’ situations in life – were taken into account as potential moderators of that relationship. Results showed that the overall correlations between game usage and wellbeing are weak and subsumed by players’ needs and personality. However, there were interactions between game usage and needs: Some game usage factors seem to directly reflect real-life situations and wellbeing; others seem to be common responses to real-life situations with no impact on wellbeing; and others again appear to impact wellbeing depending on the real-life situation. Social game usage seems to be a key factor with relevance for wellbeing. The contribution of this thesis is twofold. It provides a general framework of game usage that can be used in the field of game studies to interpret and compare findings more meaningfully, and it was shown that it is important to consider a person’s game usage in context of their real-life situations. In addition, main game usage factors for future research on wellbeing and digital games are suggested.</p>


2015 ◽  
Vol 29 (2) ◽  
pp. 134-142 ◽  
Author(s):  
Jacquelyn Paige Pope ◽  
Craig Hall

This study tested the degree to which coaches’ basic psychological need fulfillment and identity prominence were associated with their positive affect, commitment, and intentions to persist. In total, 413 coaches with an average of 14 years’ experience served as participants and completed an online survey that included six sections: Demographics, basic psychological needs, identity prominence, positive affect, commitment, and intentions to persist. The present study findings provide initial support for the links from coaches’ basic psychological needs and identity prominence to their positive affect and commitment. In contrast, the findings did not provide support for the relationship between coaches’ basic psychological need fulfillment and their intentions to persist or the association between their identity prominence and intentions to persist. The results offer an explanation of the mechanisms that may play a role in facilitating coaches’ optimal functioning.


2017 ◽  
Vol 12 (6) ◽  
pp. 211
Author(s):  
Yeong Chi ◽  
Marvin Glen Lovett ◽  
Orson Chi

The purpose of this study was to examine American college students’ motivations related to video games and to identify groups exhibiting common patterns of responses. This study investigated the video gaming motivations of American college students through the adoption of a gaming motivation scale, developed by Lafrenière, et al., which was composed of 18 Likert-typed items. A questionnaire survey, administered to 191 American college students at a public university in South Texas, was employed to collect primary data for this study. The gaming motivations of these participants were examined through factor analysis, which identified four reliable factors. Cluster analysis was then employed to identify three prominent video gaming motivation groups. This research may provide practical marketing implications by proposing effective ways to better understand and target video gaming consumers. Research results may also provide direction for developing successful marketing strategies in the video gaming industry.


Author(s):  
Samuel García-Lanzo ◽  
Andrés Chamarro

Electronic sports (eSports) are a category of video games that are played competitively following rules, either in teams or individually. Currently, the top videogame is League of Legends (LoL), a game in the genre known as Multiplayer Online Battle Arena (MOBA) with more than 100 million monthly active players worldwide. Re­search has shown that video games can satisfy basic psychological needs and be experienced as a passion, and that passion is a useful construct to help understand the different motivational patterns of video game use. In addition, no relevant studies have been found with professional players. There­fore, the objective of this study is to explore whether knowledge of the degree of frustration of gamers’ basic psy­chological needs in everyday life, users’ passion and their motives to play makes it possible to distinguish between types of players (amateurs or semi-professionals). The participants were 195 Spanish-speaking LoL players (156 amateurs and 39 semi-profes­sionals) who were passionate about LoL. The results indicate that the game is most often played for competitive, social and exploration reasons. As for passion, players play more out of harmonious passion than out of obsessive passion, the latter being associated with the frustration of basic psychological needs. As a whole, being younger, less motivated by the plot of the game, having greater motivation to improve mental abilities, and spending more hours playing are predictors of the type of player (semi-professional). It is concluded that eSports players are not characterized as obsessed or frustrated people, and that the use of videogames is not necessarily harmful.Los deportes electrónicos (eSports) son un conjunto de videojuegos que se juegan de manera competitiva siguiendo unas reglas, ya sea por equipos o en solitario. Actualmente, el videojuego por excelencia es el League of Legends (LoL), del género Mul­tiplayer Online Battle Arena (MOBA), con más de 100 millones de jugadores mensuales activos a nivel mundial. La investigación ha demostrado que los videojuegos pueden satisfacer necesidades psicológicas básicas y ser vividos como una pasión, y que la pasión es un constructo útil para ayudar a comprender los diferentes patrones motivacionales del uso del videojuego. Además, no se han encontrado estudios relevantes con jugadores profesionales. Así pues, el objetivo de este estudio es explorar si la frustración de las necesidades psicológicas básicas en la vida cotidiana, la pasión y los motivos de juego permiten diferenciar el tipo de jugador (amateur y semi-profesional). Los participantes fueron 195 jugadores de LoL (156 amateurs y 39 semi-profesionales) castellano-hablantes y apasionados al LoL. Los resultados indican que el uso predominante del juego son los motivos competitivos, sociales y de exploración. En cuanto a la pasión, los jugadores juegan más por pasión armoniosa que por pasión obsesiva, siendo esta última junto con la frustración de las necesidades psicológicas básicas las más bajas. En conjunto, tener menor edad, una menor motivación por la historia del juego, una mayor motivación por mejorar las capacidades mentales, y dedicar más horas de juego por semana son predictores del tipo de jugador (semi-profesional). Se concluye que los jugadores de eSports no se caracterizan por ser personas obsesivas o frustradas, y que el uso del videojuego no es necesariamente perjudicial.


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