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Pan W, Sun J, Zhu Z, Zhang R, Han X. Understanding Problematic Gaming Through Self-Determined Versus Non-Self-Determined Motivation: Two Mediating Pathways of Harmonious and Obsessive Passion. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2025; 28:259-265. [PMID: 40025970 DOI: 10.1089/cyber.2024.0428] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 03/04/2025]
Abstract
Problematic gaming has detrimental effects on individuals' mental and physical health. Adopting the self-determination theory as a theoretical framework and differentiating two types of game motivation (self-determined vs. non-self-determined), this study examined how these two types of game motivation may be oppositely associated with gamers' problematic gaming behaviors. By conducting a cross-sectional survey on massively multiplayer online video game players in China (n = 1,201), the current study found that individuals' self-determined motivation was negatively associated with their problematic gaming, while non-self-determined motivation positively predicted problematic gaming. Furthermore, these direct effects were mediated through individuals' harmonious passion and obsessive passion while playing games, respectively. Implications were discussed in terms of problematic gaming prevention and game design.
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Affiliation(s)
- Wenjing Pan
- School of Journalism and Communication, Renmin University of China, Beijing, China
| | - Jikai Sun
- Hubbard School of Journalism and Mass Communication, University of Minnesota Twin Cities, Minneapolis, Minnesota, USA
| | - Zicheng Zhu
- School of Computing, National University of Singapore, Singapore, Singapore
| | - Renwen Zhang
- Department of Communications and New Media, National University of Singapore, Singapore, Singapore
| | - Xiaoning Han
- School of Journalism and Communication, Renmin University of China, Beijing, China
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Lörsch F, Schmid AM, Thomas TA, Brand M, Müller A, Steins-Loeber S. The effect of individual differences on Pavlovian conditioning in specific Internet-use disorders. Behav Brain Res 2025; 476:115254. [PMID: 39307287 DOI: 10.1016/j.bbr.2024.115254] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/07/2024] [Revised: 09/16/2024] [Accepted: 09/17/2024] [Indexed: 09/30/2024]
Abstract
The I-PACE model suggests that Internet-use disorders result from the interplay of individual vulnerabilities and cognitive and affective processes. As in substance use disorders, Pavlovian conditioning processes are attributed a key role. However, and despite progress in identifying individual vulnerabilities, factors influencing appetitive conditioning remain poorly understood. We therefore conducted a Pavlovian conditioning experiment in which individuals with risky as well as non-problematic use of either gaming or buying-shopping applications learned to associate different abstract stimuli with either gaming or buying-shopping. Regression analyses were used to identify individual characteristics influencing awareness of the experimental contingencies, speed of acquisition of awareness and the magnitude of the conditioned emotional responses regarding pleasantness and arousal ratings of the stimuli. Results demonstrated successful Pavlovian conditioning and an attentional bias towards reward-predicting cues. Awareness of the experimental contingencies was linked solely to cognitive abilities, while the speed of acquisition of awareness and the magnitude of conditioned responses was influenced by specific personality characteristics, experiences of compensation from using the application and severity of problematic use. Importantly, certain characteristics specifically predicted the magnitude of the conditioned response towards gaming, while others specifically predicted the response towards buying-shopping, highlighting differing vulnerabilities. These findings underscore the importance of targeted interventions and prevention strategies tailored to these specific vulnerability factors. Further implications and limitations are discussed.
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Affiliation(s)
- Frank Lörsch
- Department of Clinical Psychology and Psychotherapy, Otto-Friedrich-University of Bamberg, Bamberg, Germany.
| | - Anna M Schmid
- Department of Clinical Psychology and Psychotherapy, Otto-Friedrich-University of Bamberg, Bamberg, Germany
| | - Tobias A Thomas
- Department of Psychosomatic Medicine and Psychotherapy, Hannover Medical School, Hanover, Germany
| | - Matthias Brand
- Department of General Psychology: Cognition and Center for Behavioral Addiction Research (CeBAR), University of Duisburg-Essen, Duisburg, Germany
| | - Astrid Müller
- Department of Psychosomatic Medicine and Psychotherapy, Hannover Medical School, Hanover, Germany
| | - Sabine Steins-Loeber
- Department of Clinical Psychology and Psychotherapy, Otto-Friedrich-University of Bamberg, Bamberg, Germany
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Gibson E, Griffiths MD, Calado F, Harris A. The Role of Videogame Micro-Transactions in the Relationship Between Motivations, Problem Gaming, and Problem Gambling. J Gambl Stud 2024:10.1007/s10899-024-10365-9. [PMID: 39535584 DOI: 10.1007/s10899-024-10365-9] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 10/29/2024] [Indexed: 11/16/2024]
Abstract
Emerging research has highlighted potential associations between micro-transaction use and problematic videogame and gambling behaviour. An increasingly prominent theory highlights that self-determined motivations and basic psychological needs may play crucial roles in the development of problematic videogame and gambling behaviour. However, literature discussing the role that micro-transaction use has in this relationship is scarce. The present study examined the role of micro-transactions in the relationship between self-determined motivations for gaming and gambling and problematic behaviour (internet gaming disorder and problem gambling severity). A sample of 370 participants (74.1% male, Mage = 28.24 years, SD = 7.88) answered questions related to their gaming and gambling motivations, basic psychological needs, micro-transaction use (i.e., type of micro-transaction, expenditure, and frequency of use), internet gaming disorder, and problem gambling. The present study used structural equation modelling methods to test relationships between these variables. The results indicated positive associations between extrinsic gaming and gambling motivations and frequency of micro-transaction use. Frequency of micro-transaction use (i) partially mediated the relationship between extrinsic gambling motivations and problem gambling severity, and (ii) fully mediated the relationship between externally regulated gaming motivations and problem gambling severity. Expenditure on micro-transactions and basic psychological needs were not found to be significant variables in the present study. Potential explanations for the findings, including a lack of self-esteem and a need to boost ego, social pressure, and rapid reward processes, are discussed. The implications and applications of the research are also discussed, focusing on limit setting and policy development focusing on frequency of micro-transaction use.
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Affiliation(s)
- Erin Gibson
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, 50 Shakespeare Street, Nottingham, NG1 4FQ, UK.
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, 50 Shakespeare Street, Nottingham, NG1 4FQ, UK
| | - Filipa Calado
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, 50 Shakespeare Street, Nottingham, NG1 4FQ, UK
| | - Andrew Harris
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, 50 Shakespeare Street, Nottingham, NG1 4FQ, UK
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Huang E, Xing Y, Song X. Emotional analysis of multiplayer online battle arena games addiction. Front Psychol 2024; 15:1347949. [PMID: 38784616 PMCID: PMC11111968 DOI: 10.3389/fpsyg.2024.1347949] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/01/2023] [Accepted: 04/18/2024] [Indexed: 05/25/2024] Open
Abstract
Introduction Multiplayer Online Battle Arena (MOBA) games have garnered widespread popularity as a form of recreational activity. The launch of League of Legends (LoL), a prominent MOBA game, has captivated the enthusiastic pursuit of gamers in the MOBA community. The surge in MOBA game fervor, coupled with the influence of personal emotions, can result in excessive engagement, ultimately leading to addiction. Objective This study aimed to investigate the moderating effects of visceral perception, behavior, and reflection on game players' addiction within the framework of Leisure Theory (LT), Uses and Gratification Theory (UGT), and Emotional Design Theory (EDT). Methods A hypothesized theoretical model was developed and empirically evaluated based on 236 self-reported validated responses from MOBA gamers. SPSS (version 26) was employed for demographic analysis and game duration analysis. The measurement model and structural model analyses were conducted in two stages using Partial Least Squares Structural Equation Modeling (PLS-SEM) with SmartPLS 4.1.0 to validate the nine theoretical hypotheses. Results It has been observed that personal emotions significantly contributes to MOBA game addiction during gamers' leisure time or moments of gratification. Specifically, a noteworthy connection exists between two dimensions, namely gamers' behavior and reflection, demonstrating a positive correlation with gaming addiction. Without taking entertainment as a motivating factor, there is no significant relationship between gamers' leisure-time and visceral perception. Conclusion This study enhances the theoretical model of gamers' behavioral motives in engaging with MOBA gaming and contributes to the expansion of research on game addiction theory. These findings offer valuable theoretical insights for emotional design in games and the design of mechanisms for preventing game addiction.
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Affiliation(s)
- Enwu Huang
- School of Design, Fujian University of Technology, Fujian, China
- Faculty of Innovation and Design, City University of Macau, Macau, Macao SAR, China
| | - Yalong Xing
- Faculty of Innovation and Design, City University of Macau, Macau, Macao SAR, China
| | - Xiaozhou Song
- School of Humanities, Fujian University of Technology, Fujian, China
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Fang Z, Wen H, Zhou Y, Gao X. Comparisons are Odious? The neural basis of in-group and out-group social comparison among game players: An fMRI study. Behav Brain Res 2024; 458:114735. [PMID: 37923222 DOI: 10.1016/j.bbr.2023.114735] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/22/2023] [Revised: 10/10/2023] [Accepted: 10/30/2023] [Indexed: 11/07/2023]
Abstract
Social comparison is an important way for individuals to define their social characteristics. Online games with a large amount of social information provide a convenient platform for social comparison between players. However, few studies have examined the neural basis of different social comparisons in game players. This study aims to explore the activation of brain regions triggered by social comparison in different contexts and the possible moderating effect of group identity. A total of 26 subjects participated in our experiment. We referred to the minimum group paradigm to evoke group identity and used the dot estimation paradigm to generate in-group or out-group social comparisons. The activation of brain regions was measured and analyzed. Compared to upward comparison, the fusiform gyrus, putamen, lentiform nucleus, precuneus, and precentral gyrus were significantly activated in downward comparison when the group identity of the comparison object was the same as that of the player. When the two had different identities, downward comparison significantly activated the angular gyrus, middle frontal gyrus, and superior frontal gyrus. However, the moderating effect of group identity was not significant. Further functional connectivity analysis based on the brain region activation results was performed. Our study has shown that social comparison in group contexts leads to the activation of different brain regions and provides neurophysiological evidence of social interaction among game players.
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Affiliation(s)
- Zijie Fang
- Faculty of Psychology, Southwest University, Chongqing, China; Key Laboratory of Cognition and Personality, Ministry of Education, Southwest University, Chongqing, China
| | - Hongwei Wen
- Faculty of Psychology, Southwest University, Chongqing, China; Key Laboratory of Cognition and Personality, Ministry of Education, Southwest University, Chongqing, China
| | - Yuhong Zhou
- Faculty of Psychology, Southwest University, Chongqing, China; Key Laboratory of Cognition and Personality, Ministry of Education, Southwest University, Chongqing, China
| | - Xuemei Gao
- Faculty of Psychology, Southwest University, Chongqing, China; Key Laboratory of Cognition and Personality, Ministry of Education, Southwest University, Chongqing, China.
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Topino E, Gori A, Jimeno MV, Ortega B, Cacioppo M. The relationship between social media addiction, fear of missing out and family functioning: a structural equation mediation model. BMC Psychol 2023; 11:383. [PMID: 37941011 PMCID: PMC10634114 DOI: 10.1186/s40359-023-01409-7] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/28/2023] [Accepted: 10/24/2023] [Indexed: 11/10/2023] Open
Abstract
BACKGROUND The use of social media became a daily activity for many individuals, with recreational, informational, and social purposes, to name a few. However, for some subjects, the use of these platforms may become problematic and generate functioning impairments in many life areas. Given this, the present research aimed at investigating the factor that may contribute to Social Media Addiction, by focusing on Fear of Missing Out and Family Functioning Patterns. METHODS A sample of 303 social media users (Mage = 35.29; SD = 14.87; 65% females, 35% males) completed a survey including the Bergen Social Media Addiction Scale, Family Adaptability and Cohesion Evaluation Scales-IV, and Fear of Missing Out Scale. Data were analysed by implementing Pearson correlation and testing a mediation with the Structural Equation Model approach. RESULTS Cohesion, flexibility, and disengagement family functioning patterns were significantly associated with the levels of social media addiction. These dimensions were inserted in the structural equation model, where the full mediation of fear of missing out in their relationship with social media addiction was shown. CONCLUSIONS The data showed the protective effect of flexible and cohesive family functioning patterns, as well as the role of disengagement and, sequentially, fear of missing out as risk factors. These findings may provide useful indications to elaborate tailored and effective therapeutic and preventive activity.
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Affiliation(s)
- Eleonora Topino
- Department of Human Sciences, LUMSA University of Rome, Via della Traspontina 21, Rome, 00193, Italy.
| | - Alessio Gori
- Department of Health Sciences, University of Florence, Via di San Salvi 12, Pad. 26, Florence, 50135, Italy
| | - María Verónica Jimeno
- Department of Psychology, School of Medicine, University of Castilla-La Mancha, Albacete, 02071, Spain
- Criminology Research Centre, University of Castilla-La Mancha, Benjamín Palencia Building Campus Universitario s/n, Albacete, 02071, Spain
| | - Beatriz Ortega
- Department of Psychology, School of Medicine, University of Castilla-La Mancha, Albacete, 02071, Spain
- Criminology Research Centre, University of Castilla-La Mancha, Benjamín Palencia Building Campus Universitario s/n, Albacete, 02071, Spain
| | - Marco Cacioppo
- Department of Human Sciences, LUMSA University of Rome, Via della Traspontina 21, Rome, 00193, Italy
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Sairitupa-Sanchez LZ, Collantes-Vargas A, Rivera-Lozada O, Morales-García WC. Development and validation of a scale for streaming dependence (SDS) of online games in a Peruvian population. Front Psychol 2023; 14:1184647. [PMID: 37691786 PMCID: PMC10484621 DOI: 10.3389/fpsyg.2023.1184647] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/12/2023] [Accepted: 08/07/2023] [Indexed: 09/12/2023] Open
Abstract
Background Addiction to online video game streaming has become one of the most appealing ways to occupy leisure time and is one of the most popular activities. The satisfaction it provides and the time invested in it are two of the main reasons why it is preferred. However, despite the clear benefits that this activity offers, in some cases, excessive use can lead to personal and/or family problems or abuse. Objective The objective of the study was to develop and validate a scale to measure potential traits of dependence on online game streaming. The participants were 423 Peruvian adults aged between 18 and 47 years (M = 22.87, SD = 5.02). The Streaming Dependence Scale (SDS) was developed based on a literature review, and exploratory factor analysis (EFA) and confirmatory factor analysis (CFA) were conducted. Results The scale showed adequate internal consistency (α, CR, ω, and H > 80). Confirmatory analysis confirmed the one-dimensional structure (χ2 = 10.250, df = 5; p = 0.068; CFI = 0.98, TLI = 0.96, RMSEA = 0.06, SRMR = 0.05). Conclusion The brief SDS is a valid and reliable measure that can be used as a useful tool to identify and evaluate streaming dependence.
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Affiliation(s)
- Liset Z. Sairitupa-Sanchez
- Escuela Profesional de Psicología, Facultad de Ciencias de la Salud, Universidad Peruana Unión, Lima, Peru
| | - Alejandra Collantes-Vargas
- Escuela Profesional de Psicología, Facultad de Ciencias de la Salud, Universidad Peruana Unión, Lima, Peru
| | - Oriana Rivera-Lozada
- South American Center for Education and Research in Public Health, Universidad Norbert Wiener, Lima, Peru
| | - Wilter C. Morales-García
- Escuela de Medicina Humana, Facultad de Ciencias de la Salud, Universidad Peruana Unión, Lima, Peru
- Escuela de Posgrado, Universidad Peruana Unión, Lima, Peru
- Facultad de Teología, Universidad Peruana Unión, Lima, Peru
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Monley CM, Liese BS, Oberleitner LM. Gamers' and non-gamers' perspectives on the development of problematic video game play. CURRENT PSYCHOLOGY 2023; 43:1-10. [PMID: 36776145 PMCID: PMC9900197 DOI: 10.1007/s12144-023-04278-w] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 01/15/2023] [Indexed: 02/09/2023]
Abstract
Gaming Disorder was recently included in the 11th Edition of the International Classification of Diseases and Internet Gaming Disorder may be introduced in the sixth edition of The Diagnostic and Statistical Manual. Much is not understood about how problems with video games develop. This qualitative study aimed to better understand the development of problematic gaming through focus groups. Eleven young adult "frequent gamers," twelve young adult "non-frequent or non-gamers," and five older adult "non-gamers" discussed vulnerabilities and risk factors of problematic gaming. Participants across all groups believed that problematic gaming developed when people used video games as a primary means of meeting basic psychological needs that were unsatisfied, thwarted, or blocked outside of video games. Frequent and non-frequent gamers, compared to older adult non-gamers, were more likely to view video games as a healthy way to meet basic psychological needs and less likely to stereotype gamers. Video games are equipped to meet basic psychological needs for autonomy, competence, and relatedness. That is, gamers often experience a sense of agency, skill, and connection to others when playing video games. However, problematic gaming may develop when people with unmet psychological needs rely exclusively on video games to meet them. Treatment and prevention approaches to problematic gaming can benefit from greater attention to helping at risk individuals meet needs for autonomy, competence, and relatedness outside of video games.
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Affiliation(s)
- Corey M. Monley
- Department of Educational and Counseling Psychology, University at Albany-State University of New York, 1400 Washington Ave, Catskill 228, Albany, NY 12222 USA
- Cofrin Logan Center for Addiction Research and Treatment, University of Kansas, Lawrence, KS USA
| | - Bruce S. Liese
- Cofrin Logan Center for Addiction Research and Treatment, University of Kansas, Lawrence, KS USA
- Department of Family Medicine and Community Health, University of Kansas Medical Center, Kansas City, KS USA
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A Longitudinal Study on the Effects of Parental Anxiety on Mobile Game Addiction in Adolescents: the Mediating Role of Adolescent Anxiety and Loneliness. Int J Ment Health Addict 2022. [DOI: 10.1007/s11469-022-00890-2] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/16/2022] Open
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