Motives for Playing Video Games as Predictors of Life Satisfaction in Croatian Players of Online Video Games

被引:0
|
作者
Lackovic, Jana Kiralj [1 ]
机构
[1] Sveuciliste Zagrebu, Filozofski Fak, Ivana Luc 3, Zagreb 10000, Croatia
来源
PSIHOLOGIJSKE TEME | 2024年 / 33卷 / 02期
关键词
video games; motivation; gamers; personal wellbeing; life satisfaction; GAMING QUESTIONNAIRE; PERSONALITY; MOTIVATION; ADDICTION; SYMPTOMS;
D O I
10.31820/pt.33.2.10
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
The psychology of video games is a growing area which began with the research of negative effects of gaming on players, but is increasingly turning to positive effects, and lately the reasons for engaging in this form of entertainment. Models of motivation for playing video games are being intensively developed. They consider the specifics of this area broader than the usual division into intrinsic and extrinsic motives for play or satisfying the basic psychological needs by playing. The aim of this study was to test one such model, i.e., to examine whether and to what extent factors of motivation for playing video games predict life satisfaction in online video game players. Participants were approached through websites specialized in the culture of playing video games in Croatia, and the snowball technique. The study involved 411 video game players, predominantly male, in younger adulthood. On average, they spent two and a half hours a day playing. Through structural equation modelling, it was found that motivation to play video games explained a fifth of the variability of life satisfaction in online video game players. Two factors of motivation proved to be significant in predicting life satisfaction - Achievement and Escapism. Players who play to achieve a high level of their character, collect unique items and pieces of equipment, and to generally exercise power, as well as those who play to escape reality and not think about their problems have shown lower levels of life satisfaction. The findings point to the diversity of motives for playing video games and the importance of individual motives in explaining the motivation to play.
引用
收藏
页码:439 / 458
页数:20
相关论文
共 50 条
  • [21] PERSONALITY AND MOTIVATIONS FOR PLAYING ONLINE GAMES
    Jeng, Shih-Ping
    Teng, Ching-I
    SOCIAL BEHAVIOR AND PERSONALITY, 2008, 36 (08): : 1053 - 1059
  • [22] Are some video games associated with more life interference and psychopathology than others? Comparing massively multiplayer online role-playing games with other forms of video game
    Berle, David
    Starcevic, Vladan
    Porter, Guy
    Fenech, Pauline
    AUSTRALIAN JOURNAL OF PSYCHOLOGY, 2015, 67 (02) : 105 - 114
  • [23] The Link Between Playing Video Games and Positive Youth Outcomes
    Adachi, Paul J. C.
    Willoughby, Teena
    CHILD DEVELOPMENT PERSPECTIVES, 2017, 11 (03) : 202 - 206
  • [24] Playing With Networks Using Video Games as a Psychological Assessment Tool
    Ammannato, Giulio
    Chiesi, Francesca
    EUROPEAN JOURNAL OF PSYCHOLOGICAL ASSESSMENT, 2020, 36 (06) : 973 - 980
  • [25] Children’s Motives to Start, Continue, and Stop Playing Video Games: Confronting Popular Theories with Real-World Observations
    Van Rooij A.J.
    Daneels R.
    Liu S.
    Anrijs S.
    Van Looy J.
    Current Addiction Reports, 2017, 4 (3) : 323 - 332
  • [26] Does playing video games improve laparoscopic skills?
    Ou, Yanwen
    McGlone, Emma Rose
    Camm, Christian Fielder
    Khan, Omar A.
    INTERNATIONAL JOURNAL OF SURGERY, 2013, 11 (05) : 365 - 369
  • [27] Playing Video Games Cooperatively Increases Empathic Concern
    Greitemeyer, Tobias
    SOCIAL PSYCHOLOGY, 2013, 44 (06) : 408 - 413
  • [28] The effect of playing video games on fiberoptic intubation skills
    Yilbas, Aysun Ankay
    Canbay, Ozgur
    Akca, Basak
    Uzumcugil, Filiz
    Melek, Asli
    Calis, Mert
    Vargel, Ibrahim
    ANAESTHESIA CRITICAL CARE & PAIN MEDICINE, 2019, 38 (04) : 341 - 345
  • [29] Playing doomsday: Video games and the politics of nuclear weapons
    Pantoliano, Carolina
    REVIEW OF INTERNATIONAL STUDIES, 2025,
  • [30] Empowered by the Experience: Playing as Female Characters in Video Games
    Lynch, Teresa
    Dooley, Annie
    Markowitz, David M.
    MEDIA AND COMMUNICATION, 2025, 13