Internet gaming disorder
Relations between needs satisfaction in-game and in life in general
Bibliographic Data
| ID | 22249119 |
|---|---|
| Authors | Patrick K Bender (0000-0003-2603-2126, Institut für Medien- und Kommunikationspolitik), Douglas A Gentile (0000-0002-5934-2860, Iowa State University) |
| Year | 2020 |
| Volume | 9 |
| Issue | 2 |
| Pages | 266-278 |
| Publication date | 2020-04-01 |
| Open Access | No |
| Type | ARTICLE |
| Venue | Psychology of Popular Media (JOURNAL) |
| Journal identifiers | ISSN: 2689-6567 • E-ISSN: 2689-6575 |
| Publisher | American Psychological Association (APA) (PUBLISHER) |
| DOI | 10.1037/ppm0000227 |
| OpenAlex | W2914913080 |
| Language | EN |
| Citations received | 17 |
Internet gaming disorder (IGD) has received increasing attention since its inclusion as a condition for further study in the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition. To date, little is known about the etiology of IGD, and theoretical approaches to problematic gaming are needed. Using a self-determination theory framework, the present study investigated the relations between symptoms of IGD and basic needs satisfaction in-game and in life in general. Two samples consisting of adult video game players (Sample 1: N = 720; Sample 2: N = 808) were assessed using questionnaire measures of IGD, as well as needs satisfaction in-game and in life, respectively. Hierarchical regression models showed that needs satisfaction in-game was associated with higher levels of IGD, whereas needs satisfaction in life in general was associated with lower levels of IGD. Contrary to theoretical hypotheses, basic needs satisfaction in life in general did not moderate the effect of needs satisfaction in-game on IGD symptoms. Findings are discussed with regard to their clinical and theoretical implications
Life satisfaction · The Internet · World Wide Web · Computer Science · Impact of Technology on Adolescents · Perfectionism, Procrastination, Anxiety Studies · Psychological and Temporal Perspectives Research · Psychology · Social Psychology
From active escapism to virtual withdrawal
Self-determination theory, internet gaming disorder, and the mediating role of self-control
Satisfaction and frustration of basic psychological needs in the real world and in video games predict internet gaming disorder scores and well-being
“These People Had Taken Advantage of Me”
The Effect of Psychological Needs Satisfaction on Protective Gaming Beliefs and Behaviors
Pilot data findings from the Gothenburg treatment for gaming disorder
What is the reported relationship between self-esteem and gaming disorder? A systematic review and meta-analysis
Disentangling the Net of Needs Satisfaction and Gaming Disorder Symptoms in Adult Gamers
Need satisfaction, passion and wellbeing effects of videogame play prior to and during the Covid-19 pandemic
Problem gaming and adolescents’ health and well-being
Problematic behaviours and flow experiences during screen-based activities as opposite outcomes of the dual process of passion and basic needs
Compensatory video gaming. Gaming behaviours and adverse outcomes and the moderating role of stress, social interaction anxiety, and loneliness
Self-determination theory approach to understanding the impact of videogames on wellbeing during Covid-19 restrictions
From xbox to the ballot box? The influence of leisure activities on political engagement and vote choice
Learning from Video Games (and Everything Else)
Family strains and online gains
Romantic Relationships with Virtual Agents and People’s Marriage Intention in Real Life
| Citations per year | 2.13 |
|---|---|
| Citation span | 2018 - 2025 (8) |
| Highly cited | No |