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Early Adolescent Players' Playfulness and Psychological Needs in Online Games

Bibliographic Data

ID13920546
AuthorsYu-Tzu Chiang (National Yang Ming Chiao Tung University, corresponding author), Sunny S J Lin (0000-0002-3952-6996, National Yang Ming Chiao Tung University), Sunny S S J Lin
Year2010
Volume38
Issue5
Pages627-636
Publication date2010-05-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueSocial Behavior and Personality An International Journal (JOURNAL)
Journal identifiersISSN: 0301-2212 • E-ISSN: 1179-6391
PublisherScientific Journal Publishers Limited (PUBLISHER)
DOI10.2224/sbp.2010.38.5.627
OpenAlexW2079249672
LanguageEN

Early adolescent in-game playfulness (state), playfulness trait rated during the study procedure, and psychological needs fulfilled through online gaming were explored. Taiwan adolescents ( N = 132) were recruited to connect to an online game for a certain period of time. Immediately after this gaming procedure, they completed questionnaires of players' momentary playfulness and psychological needs. Online game playfulness trait was mapped onto 2 broad dimensions: self-game focused and cognition-affect driving. In-game playfulness was a more suitable indicator (than playfulness trait) to describe adolescents' immediate experience of playfulness. Adolescents' psychological needs included in-game autonomy, in-game competence, and in-game relatedness, and adolescents' psychological needs predicted in-game playfulness

Autonomy · Competence (human resources · Developmental psychology · Trait · Applied Psychology · Educational Games and Gamification · Impact of Technology on Adolescents · Psychology · Social Psychology · Youth Development and Social Support

Citation velocityhistorical
Highly citedNo

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