Satisfaction and frustration of basic psychological needs in the real world and in video games predict internet gaming disorder scores and well-being. (July 2018)
- Record Type:
- Journal Article
- Title:
- Satisfaction and frustration of basic psychological needs in the real world and in video games predict internet gaming disorder scores and well-being. (July 2018)
- Main Title:
- Satisfaction and frustration of basic psychological needs in the real world and in video games predict internet gaming disorder scores and well-being
- Authors:
- Allen, Johnie J.
Anderson, Craig A. - Abstract:
- Abstract: The need-density hypothesis proposes that pathological gaming is most likely to occur when satisfaction of three basic human needs (competence, autonomy, relatedness) is low in the real world but high in video games. Our study tested this hypothesis to determine whether real-world need satisfaction and video game need satisfaction independently predict internet gaming disorder scores (IGD). We also assessed the effects of need frustration in both domains. As expected, we found strong support for the need-density hypothesis in terms of need satisfaction. Unexpectedly, need frustration in both domains was positively associated with IGD scores. A second goal of our study was to determine how the satisfaction and frustration of needs in both domains relate to well-being. We found consistent associations between well-being and real-world need satisfaction and frustration. Associations between well-being and video game need satisfaction and frustration were inconsistent, however. This pattern suggests that the satisfaction and frustration of needs in the real world is more important for well-being than the satisfaction and frustration of needs in video games. Thus, the real-world superiority hypothesis was supported over the video game superiority and equivalence hypotheses. Highlights: IGD was highest when need satisfaction was low in the real world but high in games. Need frustration in the real world and video games positively predicted IGD scores. Real-world needAbstract: The need-density hypothesis proposes that pathological gaming is most likely to occur when satisfaction of three basic human needs (competence, autonomy, relatedness) is low in the real world but high in video games. Our study tested this hypothesis to determine whether real-world need satisfaction and video game need satisfaction independently predict internet gaming disorder scores (IGD). We also assessed the effects of need frustration in both domains. As expected, we found strong support for the need-density hypothesis in terms of need satisfaction. Unexpectedly, need frustration in both domains was positively associated with IGD scores. A second goal of our study was to determine how the satisfaction and frustration of needs in both domains relate to well-being. We found consistent associations between well-being and real-world need satisfaction and frustration. Associations between well-being and video game need satisfaction and frustration were inconsistent, however. This pattern suggests that the satisfaction and frustration of needs in the real world is more important for well-being than the satisfaction and frustration of needs in video games. Thus, the real-world superiority hypothesis was supported over the video game superiority and equivalence hypotheses. Highlights: IGD was highest when need satisfaction was low in the real world but high in games. Need frustration in the real world and video games positively predicted IGD scores. Real-world need satisfaction and frustration consistently predicted well-being. Video game need satisfaction and frustration inconsistently predicted well-being. … (more)
- Is Part Of:
- Computers in human behavior. Volume 84(2018)
- Journal:
- Computers in human behavior
- Issue:
- Volume 84(2018)
- Issue Display:
- Volume 84, Issue 2018 (2018)
- Year:
- 2018
- Volume:
- 84
- Issue:
- 2018
- Issue Sort Value:
- 2018-0084-2018-0000
- Page Start:
- 220
- Page End:
- 229
- Publication Date:
- 2018-07
- Subjects:
- video games -- Pathological gaming -- Internet gaming disorder -- Well-being -- Need satisfaction -- Need frustration
Interactive computer systems -- Periodicals
Man-machine systems -- Periodicals
004.019 - Journal URLs:
- http://www.sciencedirect.com/science/journal/07475632 ↗
http://www.elsevier.com/journals ↗ - DOI:
- 10.1016/j.chb.2018.02.034 ↗
- Languages:
- English
- ISSNs:
- 0747-5632
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 3394.921600
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British Library HMNTS - ELD Digital store - Ingest File:
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