The perceived conditions for living well: Positive perceptions of primary goods linked with basic psychological needs and wellness

Author(s):  
Emma L. Bradshaw ◽  
Cody R. DeHaan ◽  
Philip D. Parker ◽  
Randall Curren ◽  
Jasper J. Duineveld ◽  
...  
2019 ◽  
Author(s):  
Emma L Bradshaw ◽  
Cody R. DeHaan ◽  
Philip Parker ◽  
Randall Curren ◽  
Jasper Duineveld ◽  
...  

We integrate Rawls’ (1971/2009, 1993, 2001) concept of primary goods with self-determination theory (SDT; Ryan & Deci, 2017), to examine the link between people’s perceptions of primary goods (i.e., views of society as just and fair), basic psychological need satisfaction, and well-being. In Study 1 (N=762, countries = Australia, the United States, South Africa, India, and the Philippines) and Study 2 (N=1479, groups = ethnic minority, sexual minority, political group, religious group), we used partial least squares structural equation modelling (PLS-SEM) to assess associations between perceptions of primary goods and wellness, and the intermediary role of basic psychological needs. Perceptions of primary goods linked positively to well-being (average effect size = 0.48), and negatively to ill-being (average effect size = -0.46). These associations were strongly mediated by basic psychological needs (average percentage mediated: 53% Study 1 and 68% Study 2). Results signify the importance of primary goods’ perceptions to wellness.


2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


2012 ◽  
Author(s):  
Tracie D. Burt ◽  
Adena D. Young-Jones ◽  
Carly A. Yadon ◽  
Michael T. Carr

2009 ◽  
Author(s):  
Veronique Dagenais-Desmarais ◽  
Jacques Forest ◽  
Marylene Gagne

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