The association of psychological need dissatisfaction with problematic digital gaming
Mediating roles of Epoch well-being and resilience in adolescents
Bibliographic Data
| ID | 21283455 |
|---|---|
| Authors | İbrahim Erdoğan Yayla (0000-0003-1673-1847, Bayburt University), Samet Makas (0000-0002-9896-4013, Sakarya University, corresponding author), Juan Gómez-Salgado (0000-0001-9053-7730, Universidad de Huelva), Cansu Bayrakcı (0000-0002-3373-0048, MİLLİ EĞİTİM BAKANLIĞI), Kübra Dombak (0000-0002-1362-3958, Sakarya University), Eyüp Çeli̇k (0000-0002-7714-9263, Sakarya University), Murat Yıldırım (0000-0003-1089-1380, Ağrı İbrahim Çeçen University, corresponding author) |
| Year | 2026 |
| Volume | 268 |
| Pages | 107332 |
| Publication date | 2026-08-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Acta Psychologica (JOURNAL) |
| Journal identifiers | ISSN: 0001-6918 • E-ISSN: 1873-6297 |
| Publisher | Elsevier BV (PUBLISHER) |
| DOI | 10.1016/j.actpsy.2026.107332 |
| PMID | 42364391 |
| OpenAlex | W7166339251 |
| Language | EN |
| References cited | 66 |
Drawing on self-determination theory, this study examines how EPOCH well-being and resilience mediate the relationship between dissatisfaction with psychological needs and problematic digital gaming. Data were collected via questionnaires from 647 adolescents aged 13-19 (M = 15.80, SD = 1.10), 55.8% of whom were girls, using a convenience sampling method. Structural equation modeling was employed to test the proposed hypotheses. Results indicate a significant positive association between dissatisfaction with psychological needs and problematic digital gaming. Moreover, both EPOCH well-being and resilience were found to mediate this relationship. By highlighting the role of psychological resources in adolescence, this study makes novel theoretical and practical contributions to understanding the associations between psychological need dissatisfaction and problematic digital gaming. This is a cross-sectional study, which limits the generalization of the research results. The participants are adolescents attending middle schools in some rural areas of Türkiye, which limits the generalizability of the research results to adolescents in other parts of Türkiye and the world. Additionally, research data were obtained through self-report scales. This may lead adolescents to respond in line with their developmental perceptions of social desirability
Association (psychology) · Epoch (astronomy) · Generalizability theory · Generalization · Perception · Psychological resilience · Resilience (materials science) · Structural equation modeling · Impact of Technology on Adolescents · Motivation and Self-Concept in Sports · Resilience and Mental Health
Depressive symptoms and depression in individuals with internet gaming disorder
The balanced measure of psychological needs (BMPN) scale
A multidimensional approach to measuring well-being in students
The Epoch Measure of Adolescent Well-Being.
Effect size measures for mediation models
Cutoff criteria for fit indexes in covariance structure analysis
Statistical notes for clinical researchers
Common method biases in behavioral research
Positive psychology
Common Method Bias in PLS-SEM
The brief resilience scale
Unraveling the links between maternal and paternal parenting practices and adolescent problematic gaming
Understanding Problematic Gaming Through Self-Determined Versus Non-Self-Determined Motivation
A cross-national comparison of problematic gaming behavior and well-being in adolescents
Longitudinal modifiable risk and protective factors of internet gaming disorder
Conduct problems and depressive symptoms in association with problem gambling and gaming
The Basic Needs in Games Scale (BANGS)
Adolescents’ videogame play, need satisfaction, and self-esteem
Gender based adolescent self-compassion profiles and the mediating role of nonattachment on psychological well-being
Differential psychological needs fulfillment mediate positive emotions and distinctive positive outcomes among Chinese adolescents
Gamers’ and non-gamers’ perspectives on the development of problematic video game play
Understanding the relations between parental conditional regard, teacher autonomy support, and adolescent well‐being
The relationship between parental psychological control and adolescent social anxiety
Mindfulness, psychological resilience, and well-being as predictors of professional identity among early childhood teachers
Needs and Well-Being Across Europe
Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being
Parental psychological control and adolescent smartphone addiction
The Influence of Parental Knowledge and Basic Psychological Needs Satisfaction on Peer Victimization and Internet Gaming Disorder among Chinese Adolescents
Physical Activity and Resilience among College Students
Basic Psychological Needs Satisfaction
Online Gaming Addiction and Basic Psychological Needs Among Adolescents
Examining the role of psychological needs and passion in problem video gaming
The interplay between emotional well-being, self-compassion, and basic psychological needs in adolescents
Relationship between Cyberbullying Victimization and Non-suicidal Self-Injury
Peer, family, and teacher relationships and adolescent internet gaming addiction
Exploring latent profiles of digital game addiction, socio-emotional well-being, and resilience in Turkish preschoolers
| Citation velocity | historical |
|---|---|
| Highly cited | No |