scholarly journals The Effects of Need Satisfaction and Dissatisfaction on Flourishing among Young Chinese Gamers: The Mediating Role of Internet Gaming Disorder

Author(s):  
Bryant Pui Hung Hui ◽  
Anise M. S. Wu ◽  
Nicolson Y. F. Siu ◽  
Ming-Lun Chung ◽  
Ngai Pun

Given the increasing popularity of online game playing, the negative impacts of game addiction on both adolescents and adults attracted our attention. Previous studies based on the self-determination theory have examined the effects of the three basic psychological needs of autonomy, competence, and relatedness on problematic video game playing among Chinese young adults. Yet, as more evidence emerged pointing to the possible relation between need dissatisfaction and higher vulnerability for ill-being and psychopathology, the present study aimed to incorporate the impacts of both satisfaction and dissatisfaction for autonomy, competence, and relatedness in explaining Internet gaming disorder (IGD), a condition that may in turn impede eudaimonic well-being as indicated by flourishing. In a self-administered online survey with a valid sample of 1200 Chinese young adults aged 18–24 years (mean age = 19.48 years), the prevalence of probable IGD (for those who reported five or more symptoms in the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) symptom list for IGD) was 7.5%. Our results showed that relatedness dissatisfaction positively predicted IGD symptoms after controlling for other need satisfaction and dissatisfaction. Also, flourishing was found to be negatively predicted by IGD. Finally, IGD was found to mediate the effect of relatedness dissatisfaction on flourishing. Our findings suggested a risk factor of relatedness dissatisfaction in predicting IGD, thereby significantly predicting flourishing.

Author(s):  
Qiao Liang ◽  
Chengfu Yu ◽  
Qiang Xing ◽  
Qingqi Liu ◽  
Pei Chen

Ample evidence indicates that peer victimization is a crucial risk factor for adolescent internet gaming disorder (IGD); however, little is known about the mechanisms underlying this association. Based on the risk-buffering model and self-determination theory, this study tested whether parental knowledge moderated the relationship between peer victimization and adolescent IGD and whether this moderating effect was mediated by basic psychological needs satisfaction (BPNS). A sample of 3080 adolescents (Meanage = 14.51; SD = 1.97) anonymously responded to a set of questionnaires. The results revealed that the positive association between peer victimization and adolescent IGD was stronger among adolescents with parents who had low-level parental knowledge than for those with high-level parental knowledge. Moreover, this moderating effect was mediated by BPNS. These findings highlight that parental knowledge is an important protective factor against IGD for adolescents who experience peer victimization and BPNS is one mechanism that explains how this effect works.


Author(s):  
Andrés Chamarro ◽  
Ursula Oberst ◽  
Ramón Cladellas ◽  
Héctor Fuster

Casual videogames (CVGs), played on smartphones, are becoming increasingly popular, especially among females and adults. Whereas the addictive potential of online (computer) videogames is well-established, there is yet insufficient evidence for Internet gaming disorder (IGD) in mobile gamers and for the mediating role of some mechanisms involved. The aim of this study is to investigate the impact of the frustration of psychological needs on mobile videogamers’ addictive behavior as well as the role of cognitions (game-use expectancies) and behaviors (time spent playing) through a hypothesized serial mediation model, while controlling for important correlates, such as game genre, age, gender and payment during play. A total of 471 mobile game users (211 males) with an average age of 21.73 replied to an online survey containing sociodemographic and game variables, the Need Satisfaction and Frustration Scale (NSFS), the Internet Gaming Disorder Scale-Short Form (IGDS9-SF) and a slightly modified version of the Internet Use Expectancies Scale (IUES). The results corroborate the negative effects of need frustration on IGD among mobile gamers and clarify the role of time spent playing and game-use expectancies in the development of IGD, highlighting the important role of cognitions in this relationship. We conclude that both the time spent playing and game-use expectancies should be important targets for clinical interventions, even though they are not included in the diagnostic criteria.


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.


2018 ◽  
Author(s):  
Andrew K Przybylski

The American Psychiatric Association has identified Internet Gaming Disorder (IGD) as a potential psychiatric condition and called for research to investigate its etiology, stability, and impacts on health and behavior. The present study recruited 5,777 American adults and applied self-determination theory to examine how motivational factors influence, and are influenced by, IGD and health across a six month period. Following a preregistered analysis plan, results confirmed our hypotheses that IGD criteria are moderately stable and that they and basic psychological need satisfaction have a reciprocal relationship over time. Results also showed need satisfaction promoted health and served as a protective factor against IGD. Contrary to what was hypothesized, results provided no evidence directly linking IGD to health over time. Exploratory analyses suggested that IGD may have indirect effects on health by way of its impact on basic needs. Implications are discussed in terms of existing gaming addiction and motivational frameworks.


Author(s):  
Malte Schwinger ◽  
Maike Trautner ◽  
Henrike Kärchner ◽  
Nantje Otterpohl

All over the world; measures have been implemented to contain the novel Sars-CoV-2 virus since its outbreak in the beginning of 2020. These measures—among which social distancing and contact restrictions were most prominent—may have an overall effect on people’s psychological well-being. The present study seeks to examine whether lockdown measures affected people’s well-being; anxiety; depressive symptoms during the lockdown and whether these effects could be explained by reduced satisfaction of the basic psychological needs of autonomy and relatedness. N = 1086 participants of different ages and educational levels from all over Germany reported strong declines in autonomy and well-being; small declines in relatedness satisfaction; moderate increases in anxiety and depressive symptoms. These effects were stronger for people with moderate to bad subjective overall health. Latent change modeling revealed that, especially, decreases in autonomy satisfaction led to stronger decreases in well-being as well as stronger increases in anxiety and depressive symptoms; whereas decreases in relatedness had much weaker effects. Our results imply differential effects depending on individual preconditions; but also more generally that peoples’ need for autonomy was most strongly affected by the lockdown measures, which should be considered as important information in planning future lockdowns.


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