Effect of the Frustration of Psychological Needs on Addictive Behaviors in Mobile Videogamers-The Mediating Role of Use Expectancies and Time Spent Gaming.

Effect of the Frustration of Psychological Needs on Addictive Behaviors in Mobile Videogamers-The Mediating Role of Use Expectancies and Time Spent Gaming.
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DOI:
10.3390/ijerph17176429
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发表时间:
2020-09-03
影响因子:
--
通讯作者:
Fuster H
Fuster H
中科院分区:
综合性期刊3区
文献类型:
--
作者:
Chamarro A;Oberst U;Cladellas R;Fuster H

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在智能手机上玩的休闲视频游戏(CVG)越来越受欢迎,特别是在女性和成年人中。虽然在线(计算机)视频游戏的成瘾潜力是公认的,但移动的游戏玩家的互联网游戏障碍(IGD)以及所涉及的某些机制的中介作用的证据还不够。本研究的目的是通过一个假设的系列中介模型来调查心理需求挫折对移动的视频游戏玩家成瘾行为的影响,以及认知(游戏使用预期)和行为(游戏时间)的作用,同时控制重要的相关因素,如游戏类型,年龄,性别和游戏期间的支付。共有471名平均年龄为21.73岁的移动的游戏用户(211名男性)回答了一项在线调查,该调查包含社会人口统计学和游戏变量、需求满意度和挫折量表(NSFS)、互联网游戏障碍量表简表(IGDS 9-SF)和略微修改的互联网使用期望量表(IUES)。研究结果证实了需求挫折对移动的游戏玩家IGD的负面影响,并阐明了游戏时间和游戏使用预期在IGD发展中的作用,突出了认知在这种关系中的重要作用。我们的结论是,花在玩游戏和游戏使用的预期时间应该是临床干预的重要目标,即使他们不包括在诊断标准。
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.
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