TY - JOUR
T1 - Exploring the pull and push underlying problem video game use
T2 - A Self-Determination Theory approach
AU - Mills, Devin J.
AU - Milyavskaya, Marina
AU - Mettler, Jessica
AU - Heath, Nancy L.
N1 - Publisher Copyright:
© 2018 Elsevier Ltd
Copyright:
Copyright 2018 Elsevier B.V., All rights reserved.
PY - 2018/12/1
Y1 - 2018/12/1
N2 - Research has revealed that the push to engage in video games is in part the perception that they satisfy three basic psychological needs (competence, autonomy, relatedness). However, the pull toward a problematic style of video game engagement based on Internet Gaming Disorder symptomatology has been found to be explained in part by the daily frustration of these same needs. Currently, these two areas of gaming research have been conducted within separate studies. Therefore, the objective of the present study was to bridge these two theoretically compatible areas of research in exploring the interaction between gaming need satisfaction and daily need frustration in explaining problem video game use and gaming frequency. An online sample of 922 adults (59.1% males; Mage = 23.53 years; SD = 6.84) were recruited. Results revealed both gaming need satisfaction and daily need frustration positively contributed to gaming frequency and problem video game use accounting for 19.7% and 23.5% of their respective variances. Furthermore, gaming frequency and problem video game use were highest when both gaming need satisfaction and daily need frustration were high. The implications of these results are discussed within the context of current research and strengths-based clinical approaches.
AB - Research has revealed that the push to engage in video games is in part the perception that they satisfy three basic psychological needs (competence, autonomy, relatedness). However, the pull toward a problematic style of video game engagement based on Internet Gaming Disorder symptomatology has been found to be explained in part by the daily frustration of these same needs. Currently, these two areas of gaming research have been conducted within separate studies. Therefore, the objective of the present study was to bridge these two theoretically compatible areas of research in exploring the interaction between gaming need satisfaction and daily need frustration in explaining problem video game use and gaming frequency. An online sample of 922 adults (59.1% males; Mage = 23.53 years; SD = 6.84) were recruited. Results revealed both gaming need satisfaction and daily need frustration positively contributed to gaming frequency and problem video game use accounting for 19.7% and 23.5% of their respective variances. Furthermore, gaming frequency and problem video game use were highest when both gaming need satisfaction and daily need frustration were high. The implications of these results are discussed within the context of current research and strengths-based clinical approaches.
KW - Basic psychological need
KW - Gaming
KW - Internet Gaming Disorder
KW - Motivation
KW - Path analysis
KW - Self-Determination Theory
KW - Video games
UR - http://www.scopus.com/inward/record.url?scp=85049884033&partnerID=8YFLogxK
U2 - 10.1016/j.paid.2018.07.007
DO - 10.1016/j.paid.2018.07.007
M3 - Article
AN - SCOPUS:85049884033
VL - 135
SP - 176
EP - 181
JO - Personality and Individual Differences
JF - Personality and Individual Differences
SN - 0191-8869
ER -