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

被引:26
作者
Chamarro, Andres [1 ,2 ]
Oberst, Ursula [3 ]
Cladellas, Ramon [1 ]
Fuster, Hector [4 ]
机构
[1] Autonomous Univ Barcelona, Dept Basic Dev & Educ Psychol, Bellaterra 08193, Spain
[2] Generalitat Catalunya, Serra Hunter Programme, Barcelona 08003, Spain
[3] Ramon Llull Univ, Blanquerna Sch Psychol Educ & Sport Sci, Dept Psychol, Barcelona 08022, Spain
[4] Univ Barcelona, Sch New Interact Technol, Barcelona 08007, Spain
关键词
smartphone; videogames; mobile gaming; casual videogames; addiction; self-determination theory; need frustration; SELF-DETERMINATION THEORY; VIDEO GAMES; ONLINE; SATISFACTION; DISORDER; MOTIVATION; VALIDATION; PREDICTORS; ENGAGEMENT; CONTEXTS;
D O I
10.3390/ijerph17176429
中图分类号
X [环境科学、安全科学];
学科分类号
08 ; 0830 ;
摘要
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.
引用
收藏
页码:1 / 16
页数:15
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