scholarly journals Investigation of the Association between Video Game Usage, Personality, Psychological Needs, and Wellbeing

2021 ◽  
Author(s):  
◽  
Florian Flueggen

<p>Playing computer games has often been theorised to be linked to the wellbeing of users. However, the variables involved and the relationships and interactions between them have not been established. The purpose of the present study was to investigate, whether there are core aspects of game usage that are related to increased or decreased wellbeing, and the extent to which these depend on players’ real-life situations. The project comprised three studies and used an exploratory sequential mixed-methods design. In the first study, the ways in which players use games were investigated. To identify the key aspects of game usage for distinguishing and describing how players use games, in-depth interviews were conducted with 23 players of different games. This data and two subsequent quantitative tests, the first with 314 participants and the second with 770 participants, were used to develop a game-usage questionnaire and a framework with eight factors. The relationship between game usage and wellbeing was investigated in a longitudinal study conducted over nine months with 531 participants. Personality – as proxy for internal characteristics – and basic psychological needs – as proxy for participants’ situations in life – were taken into account as potential moderators of that relationship. Results showed that the overall correlations between game usage and wellbeing are weak and subsumed by players’ needs and personality. However, there were interactions between game usage and needs: Some game usage factors seem to directly reflect real-life situations and wellbeing; others seem to be common responses to real-life situations with no impact on wellbeing; and others again appear to impact wellbeing depending on the real-life situation. Social game usage seems to be a key factor with relevance for wellbeing. The contribution of this thesis is twofold. It provides a general framework of game usage that can be used in the field of game studies to interpret and compare findings more meaningfully, and it was shown that it is important to consider a person’s game usage in context of their real-life situations. In addition, main game usage factors for future research on wellbeing and digital games are suggested.</p>

2021 ◽  
Author(s):  
◽  
Florian Flueggen

<p>Playing computer games has often been theorised to be linked to the wellbeing of users. However, the variables involved and the relationships and interactions between them have not been established. The purpose of the present study was to investigate, whether there are core aspects of game usage that are related to increased or decreased wellbeing, and the extent to which these depend on players’ real-life situations. The project comprised three studies and used an exploratory sequential mixed-methods design. In the first study, the ways in which players use games were investigated. To identify the key aspects of game usage for distinguishing and describing how players use games, in-depth interviews were conducted with 23 players of different games. This data and two subsequent quantitative tests, the first with 314 participants and the second with 770 participants, were used to develop a game-usage questionnaire and a framework with eight factors. The relationship between game usage and wellbeing was investigated in a longitudinal study conducted over nine months with 531 participants. Personality – as proxy for internal characteristics – and basic psychological needs – as proxy for participants’ situations in life – were taken into account as potential moderators of that relationship. Results showed that the overall correlations between game usage and wellbeing are weak and subsumed by players’ needs and personality. However, there were interactions between game usage and needs: Some game usage factors seem to directly reflect real-life situations and wellbeing; others seem to be common responses to real-life situations with no impact on wellbeing; and others again appear to impact wellbeing depending on the real-life situation. Social game usage seems to be a key factor with relevance for wellbeing. The contribution of this thesis is twofold. It provides a general framework of game usage that can be used in the field of game studies to interpret and compare findings more meaningfully, and it was shown that it is important to consider a person’s game usage in context of their real-life situations. In addition, main game usage factors for future research on wellbeing and digital games are suggested.</p>


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Sandra Julia Diller ◽  
Christina Muehlberger ◽  
Isabell Braumandl ◽  
Eva Jonas

PurposeThis study aims to investigate how university students' basic psychological needs (autonomy, competence and relatedness) determine whether coaching or training is more supportive for them.Design/methodology/approachReal-life coaching (N1 = 110) and training (N2 = 176) processes with students as clients were examined, measuring the students' needs before the coaching/training, their need fulfilment after the coaching/training and their satisfaction and goal attainment/intrinsic motivation after the coaching/training.FindingsThe results show that university students with a higher autonomy need had this need fulfilled to a greater extent through coaching, while university students with a higher competence need had this need fulfilled to a greater extent through training.Research limitations/implicationsThe research focused on university students and was conducted at German-speaking universities, so it is unclear to what extent the findings are transferable to other contexts. In addition, future research is needed to further compare other personal development tools, such as mentoring or consulting.Practical implicationsThe results depict the relevance of the most appropriate personal development tool (coaching or training) depending on students' needs. Furthermore, coaches should be autonomy-supportive, while trainers should be competence-supportive.Originality/valueSupporting students with the most appropriate personal development tool is essential for the effectiveness of this tool. Thus, the personal development tool used should reflect students' needs: students with a high autonomy need should receive coaching, while students with a high competence need should receive training.


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.


2021 ◽  
pp. 146144482110547
Author(s):  
Henry Korkeila

This study explored how social capital has been utilized in video-game studies by conducting a scoping review. In total, 74 peer-reviewed publications were analysed from three different databases. The following aspects pertaining to social capital were analysed: definition, methodology, game or genre as stimulus, its utilization inside or outside the stimulus, whether it was the sole concept or variable, how it was utilized, whether social capital was used to predict variables or whether variables were used to predict it, and what where the predicted or predicting variables. The results of the analysis show that Putnam’s research, the quantitative method and Massively Multiplayer Online Role-Playing Games were most commonly combined. Social capital was predominantly utilized in binary form. It was utilized almost equally inside and outside the video games’ sphere of influence. The study then presents the main findings and discusses future research avenues.


Author(s):  
Lavinia McLean ◽  
Mark D. Griffiths

Research in the area of video game play and sports psychology has suggested that specific strategies are often employed by players to justify aggressive behaviour used during gameplay. The present study investigates the relationship between game play and moral disengagement strategies in a group of 605 adults who played violent videogames or regularly played competitive sports. The results suggest that sports players were more likely than violent game players to endorse moral disengagement strategies. The video gamers were more likely to use a specific set of moral disengagement strategies (i.e., cognitive restructuring) than the other groups and this may be related to the structural characteristics of videogames. The findings add to recent research exploring the mechanisms by which individuals engage in aggressive acts both virtually and in real-life situations. The results are discussed in relation to similar relevant research in the area, along with recommendations for future research.


2017 ◽  
Vol 49 (1) ◽  
pp. 7-30
Author(s):  
Aleksandar Vasic

The self-determination theory presumes several types of motivation distributed along the theoretical continuum. On the other side, certain research studies point to the need for cognition which is the source of internal motivation, as one of the aforementioned types of motivation. This theoretical and conceptual closeness served as an impetus for the research conducted on the convenient sample of 364 students of both genders (59% of female respondents), aged 18 to 35 (M=20.05; SD=1.52). In generating the data, the Academic Motivation Scale for Students (AMS-SI) and the shortened version of the Need for Cognition Scale (NFCS-S) were used. During data analysis, we first checked the internal metric characteristics of the scales and quantitatively defined the features measured by these instruments. In locating the need for cognition within the academic motivation space, hierarchical multiple regression analysis and multidimensional scaling were used. Four valid and reliable dimensions of student academic motivation were defined as internal, introjected and external motivation, and amotivation. One dominant, reliable and valid main subject of measuring of the need for cognition scale was defined as well. In the common space of academic motivation and the need for cognition, internal motivation clearly stands out as the basic correlate of this need. Future research should further reexamine the assumption of the self-determination theory about three basic psychological needs vital for the development of motivation.


2020 ◽  
Vol 11 (01) ◽  
pp. 088-094
Author(s):  
Markus Bockhacker ◽  
Hannah Syrek ◽  
Max Elstermann von Elster ◽  
Sebastian Schmitt ◽  
Henning Roehl

Abstract Background Availability of patient-specific image data, gathered from preoperatively conducted studies, like computed tomography scans and magnetic resonance imaging studies, during a surgical procedure is a key factor for surgical success and patient safety. Several alternative input methods, including recognition of hand gestures, have been proposed for surgeons to interact with medical image viewers during an operation. Previous studies pointed out the need for usability evaluation of these systems. Objectives We describe the accuracy and usability of a novel software system, which integrates gesture recognition via machine learning into an established image viewer. Methods This pilot study is a prospective, observational trial, which asked surgeons to interact with software to perform two standardized tasks in a sterile environment, modeled closely to a real-life situation in an operating room. To assess usability, the validated “System Usability Scale” (SUS) was used. On a technical level, we also evaluated the accuracy of the underlying neural network. Results The neural network reached 98.94% accuracy while predicting the gestures during validation. Eight surgeons with an average of 6.5 years of experience participated in the usability study. The system was rated on average with 80.25 points on the SUS. Conclusion The system showed good overall usability; however, additional areas of potential improvement were identified and further usability studies are needed. Because the system uses standard PC hardware, it made for easy integration into the operating room.


2021 ◽  
Vol 10 (8) ◽  
pp. 291
Author(s):  
Claudia Russo ◽  
Daniela Barni ◽  
Ioana Zagrean ◽  
Francesca Danioni

Living in today’s complex social world can contribute to the development of a multi-faceted personal identity and to the risk of identity dispersion. This study focused on values, which are conceptualised as the core of one’s personal identity. It aimed to explore the within-person value consistency across relational roles (i.e., relationships with parents, partners, and friends) and to analyse the association between value consistency, self-concept clarity, and basic psychological needs satisfaction. One hundred ninety-five Italian young adults (F = 85%; Mage = 26.65, SD = 3.83) participated in the study. They completed the Values in Context Questionnaire, the Self-Concept Clarity Scale, and the satisfaction subscale from the Basic Needs Satisfaction and Frustration Scale. Findings showed high value consistencies across the relational roles. Specifically, consistency is higher when values as a partner and values as a friend are considered. Moreover, the relation between value consistency and basic psychological needs satisfaction was fully mediated by self-concept clarity. Limitations of the study, future research developments, and practical implications of the results are discussed.


2020 ◽  
Author(s):  
Shannon Herrick ◽  
Meredith A. Rocchi ◽  
Shane N. Sweet ◽  
Lindsay R. Duncan

Abstract Background: LGBTQ+ individuals experience challenges such as discrimination and marginalization (referred to as minority stressors) that are detrimental to their mental and physical health. Specifically, proximal or internalized LGBTQ+ minority stressors may influence motivation for and willingness to participate in physical activity. Methods: The purpose of this study was to explore whether proximal LGBTQ+ minority stressors, as indicators of the social-environmental context, would relate to the basic psychological needs—motivation—physical activity pathway, as per self-determination theory. An online cross-sectional survey was completed by 778 LGBTQ+ adults. Results: Results from structural equation modelling analyses support that proximal LGBTQ+ minority stressors are associated with decreased reported need satisfaction (β = -.36) which, in turn, is associated with autonomous motivation (β = .53) and reported physical activity participation (β = .32). Conclusions: Future research focused on increasing LGBTQ+ participation in physical activity should investigate the effects of (a) reducing proximal LGBTQ+ minority stressors, and (b) better supporting LGBTQ+ adults’ autonomy, competence, and relatedness within physical activity contexts.


Author(s):  
Lavinia McLean ◽  
Mark D. Griffiths

Research in the area of video game play and sports psychology has suggested that specific strategies are often employed by players to justify aggressive behaviour used during gameplay. The present study investigates the relationship between game play and moral disengagement strategies in a group of 605 adults who played violent videogames or regularly played competitive sports. The results suggest that sports players were more likely than violent game players to endorse moral disengagement strategies. The video gamers were more likely to use a specific set of moral disengagement strategies (i.e., cognitive restructuring) than the other groups and this may be related to the structural characteristics of videogames. The findings add to recent research exploring the mechanisms by which individuals engage in aggressive acts both virtually and in real-life situations. The results are discussed in relation to similar relevant research in the area, along with recommendations for future research.


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