Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
research-article

Need satisfaction, passion and wellbeing effects of videogame play prior to and during the COVID-19 pandemic

Published: 01 June 2022 Publication History

Abstract

Since the outbreak of COVID-19, reports have shown a significant rise in videogame engagement due to stay-at-home and quarantine restrictions, which has led to further concerns regarding the wellbeing impacts of videogames. Due to the challenges and stressors associated with living in a pandemic, it is even more crucial now to understand how engagement with videogames influence players’ wellbeing. This study, therefore, utilises Self-Determination Theory and the Dualistic Model of Passion to explore the relationships between people’s need satisfaction (and frustration), passion for videogames, and wellbeing prior to and during the COVID-19 pandemic. Findings showed that, during both periods, in-game need satisfaction could lead to either harmonious or obsessive passion for videogames, while frustration of needs through important life domains was more likely to determine an obsessive passion. The findings also highlighted significant differences in wellbeing outcomes seen prior to and during the COVID-19 pandemic, suggesting that videogame engagement may play an important role in improving players’ vitality and lowering psychological distress during this time.

Highlights

Concerns about videogame play have increased during the pandemic.
We assess motivations, passion, and wellbeing before and during the pandemic.
Passion for videogames is influenced by the satisfaction of needs.
Passion became a stronger influence of wellbeing during the pandemic.
Videogame play reduced feelings of distress during the pandemic.

References

[1]
E. Aarseth, A.M. Bean, H. Boonen, M. Colder Carras, M. Coulson, D. Das, et al., Scholars' open debate paper on the world health organization ICD-11 gaming disorder proposal, Journal of Behavioral Addictions 6 (3) (2017) 267–270,.
[2]
S.B. Abdelati, M. Salama-Younes, Passion types and subjective well-being for Saudi women: Exploratory study, Indian Journal of Positive Psychology 7 (3) (2016) 325–334,.
[3]
T. Abel, D. McQueen, The COVID-19 pandemic calls for spatial distancing and social closeness: Not for social distancing, International Journal of Public Health 65 (3) (2020) 231,.
[4]
American Psychiatric Association, Diagnostic and statistical manual of mental disorders, 5th ed., 2013,.
[5]
C.A. Anderson, An update on the effects of playing violent video games, Journal of Adolescence 27 (1) (2004) 113–122,.
[6]
C.A. Anderson, B.J. Bushman, Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature, Psychological Science 12 (5) (2001) 353–359,.
[7]
Y.S. Balhara, D. Kattula, S. Singh, S. Chukkali, R. Bhargava, Impact of lockdown following COVID-19 on the gaming behavior of college students, Indian Journal of Public Health 64 (2020) S172–S176,.
[8]
K.J. Bartholomew, N. Ntoumanis, R.M. Ryan, J.A. Bosch, C. Thøgersen-Ntoumani, Self-determination theory and diminished functioning: The role of interpersonal control and psychological need thwarting, Personality and Social Psychology Bulletin 37 (11) (2011) 1459–1473,.
[9]
P.K. Bender, Gentile, A. Douglas, Internet gaming disorder: Relations between needs satisfaction in-game and in life in general, Psychology of Popular Media 9 (2) (2020) 266–278,.
[10]
J. Billieux, M. Flayelle, H. Rumpf, D.J. Stein, High involvement versus pathological involvement in video games: A crucial distinction for ensuring the validity and utility of gaming disorder, Current Addiction Reports 6 (2019) 323–330,.
[11]
J. Billieux, D.L. King, S. Higuchi, S. Achab, H. Bowden-Jones, W. Hao, et al., Functional impairment matters in the screening and diagnosis of gaming disorder Commentary on: Scholars' open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal (Aarseth et al.), Journal of Behavioral Addictions 6 (3) (2017) 285–289. https://doi.org/https://psycnet.apa.org/doi/10.1556/2006.6.2017.036.
[12]
N.D. Bowman, R. Tamborini, Task demand and mood repair: The intervention potential of computer games, New Media & Society 14 (8) (2012) 1339–1357,.
[13]
J.E. Brand, J. Jervis, P.M. Huggins, T.W. Wilson, Digital Australia 2020, Eveleigh, NSW, 2019, (IGEA).
[14]
S.K. Brooks, R.K. Webster, L.E. Smith, L. Woodland, S. Wessely, N. Greenberg, et al., The psychological impact of quarantine and how to reduce it: Rapid review of the evidence, The Lancet 395 (10227) (2020) 912–920,.
[15]
W. Cao, Z. Fang, G. Hou, M. Han, X. Xu, J. Dong, et al., The psychological impact of the COVID-19 epidemic on college students in China, Psychiatry Research 287 (2020),. Article.
[16]
C. Caro, M. Popovac, Gaming when things get tough? Examining how emotion regulation and coping self-efficacy influence gaming during difficult life situations, Games and Culture 16 (5) (2020) 611–631,.
[17]
J.P. Charlton, I.D.W. Danforth, Distinguishing addiction and high engagement in the context of online game playing, Computers in Human Behavior 23 (3) (2007) 1531–1548,.
[18]
J.P. Charlton, I.D.W. Danforth, Validating the distinction between computer addiction and engagement: Online game playing and personality, Behaviour & Information Technology 29 (6) (2010) 601–613,.
[19]
B. Chen, J. Van Assche, M. Vansteenkiste, B. Soenens, W. Beyers, Does psychological need satisfaction matter when environmental or financial safety are at risk?, Journal of Happiness Studies: An Interdisciplinary Forum on Subjective Well-Being 16 (3) (2015) 745–766,.
[20]
B. Chen, M. Vansteenkiste, W. Beyers, L. Boone, E.L. Deci, J. Van der Kaap-Deeder, et al., Basic psychological need satisfaction, need frustration, and need strength across four cultures, Motivation and Emotion 39 (2015) 216–236,.
[21]
E. Collins, A. Cox, C. Wilcock, G. Sethu-Jones, Digital games and mindfulness apps: Comparison of effects on post work recovery, JMIR Mental Health 6 (7) (2019),. Article.
[22]
S. Costa, F. Cuzzocrea, M.C. Gugliandolo, R. Larcan, Associations between parental psychological control and autonomy support, and psychological outcomes in adolescents: The mediating role of need satisfaction and need frustration, Child Indicators Research 9 (4) (2016) 1059–1076,.
[23]
R. Cuthbert, S. Türkay, R. Brown, The effects of customisation on player experiences and motivation in a virtual reality game, OZCHI’19: Proceedings of the 31st Australian Conference on Human-Computer-Interaction (2019) 221–232,.
[24]
E.L. Deci, Notes on the theory and metatheory of intrinsic motivation, Organizational Behavior & Human Performance 15 (1) (1976) 130–145,.
[25]
E.L. Deci, R.M. Ryan, Intrinsic motivation and self-determination in human behavior, in: Intrinsic motivation and self-determination in human behavior, 1985,.
[26]
E.L. Deci, R.M. Ryan, The “What” and “Why” of goal pursuits: Human needs and the self-determination of behavior, Psychological Inquiry 11 (4) (2000) 227–268,.
[27]
E.L. Deci, R.M. Ryan, Self-determination theory: A macrotheory of human motivation, development, and health, Canadian Psychology/Psychologie Canadienne 49 (3) (2008) 182–185,.
[28]
E.L. Deci, R.M. Ryan, M. Gagné, D.R. Leone, J. Usunov, B.P. Kornazheva, Need satisfaction, motivation, and well-being in the work organizations of a former eastern Bloc country: A cross-cultural study on self-determination, Personality and Social Psychology Bulletin 27 (8) (2001) 930–942,.
[29]
C.R. DeHaan, T. Hirai, R.M. Ryan, Nussbaum's capabilities and self-determination theory's basic psychological needs: Relating some fundamentals of human wellness, Journal of Happiness Studies 17 (2016) 2037–2049,.
[30]
E. Diener, R. Emmons, J. Larsen, S. Griffin, The satisfaction with life scale, Journal of Personality Assessmemt 49 (1) (1985) 71–75,.
[31]
J. Forest, G.A. Mageau, C. Sarrazin, E.M. Morin, Work is My Passion”: The different affective, behavioural, and cognitive consequences of harmonious and obsessive passion toward work, Canadian Journal of Administrative Sciences- Revue Canadienne des Sciences de l Administration 28 (1) (2011) 27–40,.
[32]
K. Gana, G. Broc, Structural equation modeling with lavaan, ISTE Ltd, London, UK, 2019.
[33]
I. Granic, A. Lobel, R.C.M.E. Engels, The benefits of playing video games, American Psychologist 69 (1) (2014) 66–78,.
[34]
M.D. Griffiths, D.J. Kuss, O. Lopez-Fernandez, H.M. Pontes, Problematic gaming exists and is an example of disordered gaming, Journal of Behavioral Addictions 6 (3) (2017) 296–301,.
[35]
Y.J. Halbrook, A.T. O'Donnell, R.M. Msetfi, When and how video games can be good: A review of the positive effects of video games on well-being, Perspectives on Psychological Science 14 (6) (2019) 1096–1104,.
[36]
H.A. Hernandez, M. Ketcheson, A. Schneider, Z. Ye, D. Fehlings, L. Switzer, et al., Design and evaluation of a networked game to support social connection of youth with cerebral palsy, in: Proceedings of the 16th international ACM SIGACCESS Conference on Computers & accessibility, 2014, pp. 161–168,.
[37]
N. Houlfort, F.L. Philippe, S. Bourdeau, C. Leduc, A comprehensive understanding of the relationships between passion for work and work-family conflict and the consequences for psychological distress, International Journal of Stress Management 25 (4) (2017) 313–329,.
[38]
L. Hu, P.M. Bentler, Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives, Structural Equation Modeling: A Multidisciplinary Journal 6 (1) (1999) 1–55,.
[39]
I. Iacovides, E.D. Mekler, The role of gaming during difficult life experiences, in: CHI ’19: Proceedings of the 2019 CHI Conference on human factors in Computing Systems, 2019, pp. 1–12,.
[40]
B.C. Ilardi, D. Leone, T. Kasser, R.M. Ryan, Employee and supervisor ratings of motivation: Main effects and discrepancies associated with job satisfaction and adjustment in a factory setting, Journal of Applied Social Psychology 23 (21) (1993) 1789–1805,.
[41]
D. Johnson, J. Formosa, R. Perry, D. Lalande, S. Türkay, P. Obst, R.L. Mandryk, Unsatisfied needs as a predictor of obsessive passion for videogame play, Psychology of Popular Media 11 (1) (2022) 47–55,.
[42]
D. Johnson, V. Gore-Jones, F. Dark, S.D. Parker, S. Foley, R. Mandryk, Videogame play and wellbeing among a first episode psychosis population, Proceedings of the ACM on Human-Computer Interaction (2021) 23. CHI PLAY).
[43]
D. Kardefelt-Winther, A. Heeren, A. Schimmenti, A. van Rooij, P. Maurage, M. Carras, et al., How can we conceptualize behavioural addiction without pathologizing common behaviours?, Addiction 112 (10) (2017) 1709–1715,.
[44]
R.C. Kessler, G. Andrews, L.J. Colpe, E. Hiripi, D.K. Mroczek, S.L.T. Normand, et al., Short screening scales to monitor population prevalences and trends in non-specific psychological distress, Psychological Medicine 32 (6) (2002) 959–976,.
[45]
D.L. King, P.H. Delfabbro, J. Billieux, M.N. Potenza, Problematic online gaming and the COVID-19 pandemic, Journal of Behavioral Addictions 9 (2) (2020) 184–186,.
[46]
O. Kiraly, M.N. Potenza, D.J. Stein, D.L. King, D.C. Hodgins, J.B. Saunders, et al., Preventing problematic internet use during the COVID-19 pandemic: Consensus guidance, Comprehensive Psychiatry 100 (2020) 152180,. Article.
[47]
E. Kleinman, S. Chojnacki, M.S. El-Nasr, The gang's all here: How people used games to cope with COVID19 quarantine, in: CHI ’21: Proceedings of the 2021 CHI Conference on human factors in Computing Systems, 2021, pp. 1–12,.
[48]
R.B. Kline, Principles and practice of structural equation modeling, 4th ed., Guilford Press, 2016.
[49]
J. Kneer, D. Rieger, Problematic game play: The diagnostic value of playing motives, passion, and playing time in men, Behavioral Sciences 5 (2) (2015) 203–213,.
[50]
M. Kosa, A. Uysal, Need frustration in online video games, Behaviour & Information Technology, 2021,.
[51]
C.H. Ko, J.Y. Yen, Impact of COVID-19 on gaming disorder: Monitoring and prevention, Journal of Behavioral Addictions 9 (2) (2020) 187–189,.
[52]
M.-A.K. Lafrenière, R.J. Vallerand, E.G. Donahue, G.L. Lavigne, On the costs and benefits of gaming: The role of passion, CyberPsychology and Behavior 12 (3) (2009) 285–290,.
[53]
D. Lalande, R.J. Vallerand, M.A.K. Lafrenière, J. Verner-Filion, F.A. Laurent, J. Forest, et al., Obsessive passion: A compensatory response to unsatisfied needs, Journal of Personality 85 (2) (2017) 163–178,.
[54]
F. Liga, S. Ingoglia, F. Cuzzocrea, C. Inguglia, S. Costa, A. Lo Coco, et al., The basic psychological need satisfaction and frustration scale: Construct and predictive validity in the Italian context, Journal of Personality Assessment 102 (1) (2018) 102–112,.
[55]
S. Li, Y. Wang, J. Xue, N. Zhao, T. Zhu, The impact of COVID-19 epidemic declaration on psychological consequences: A study on active weibo users, International Journal of Environmental Research and Public Health 17 (6) (2020) 2032,. Article.
[56]
H.R. Marston, R. Kowert, What role can videogames play in the COVID-19 pandemic?, Emerald Open Research 2 (34) (2020) 34,.
[57]
F. Martela, R.M. Ryan, The benefits of benevolence: Basic psychological needs, beneficence, and the enhancement of well-being, Journal of Personality 84 (6) (2016) 750–764,.
[58]
D.J. Mills, M. Milyavskaya, N.L. Heath, J.L. Derevensky, Gaming motivation and problematic video gaming: The role of needs frustration, European Journal of Social Psychology 48 (4) (2018) 551–559,.
[59]
D.J. Mills, M. Milyavskaya, J. Mettler, N.L. Heath, Exploring the pull and push underlying problem video game use: A self-determination theory approach, Personality and Individual Differences 135 (2018) 176–181,.
[60]
D.J. Mills, M. Milyavskaya, J. Mettler, N.L. Heath, J.L. Derevensky, How do passion for video games and needs frustration explain time spent gaming?, British Journal of Social Psychology 57 (2) (2018) 461–481,.
[61]
M. Milyavskaya, I. Gingras, G.A. Mageau, R. Koestner, H. Gagnon, J. Fang, et al., Balance across contexts: Importance of balanced need satisfaction across various life domains, Personality and Social Psychology Bulletin 35 (8) (2009) 1031–1045,.
[62]
A. Neufeld, G. Malin, Exploring the relationship between medical student basic psychological need satisfaction, resilience, and well-being: A quantitative study, BMC Medical Education 19 (1) (2019) 405,. Article.
[63]
A. Neufeld, A. Mossière, G. Malin, Basic psychological needs, more than mindfulness and resilience, relate to medical student stress: A case for shifting the focus of wellness curricula, Medical Teacher 42 (12) (2020) 1401–1412,.
[64]
C. Orsini, J. Tricio, D. Tapia, C. Segura, How dental students' course experiences and satisfaction of their basic psychological needs influence passion for studying in Chile, Journal of Educational Evaluation for Health Professions 16 (37) (2019),.
[65]
E.M. Peixoto, A.C. Pallini, R.J. Vallerand, S. Rahimi, M.V. Silva, The role of passion for studies on academic procrastination and mental health during the COVID-19 pandemic, Social Psychology of Education, 2021.
[66]
A.K. Przybylski, N. Weinstein, Investigating the motivational and psychosocial dynamics of dysregulated gaming: Evidence from a preregistered cohort study, Clinical Psychological Science 7 (6) (2019) 1257–1265,.
[67]
A.K. Przybylski, N. Weinstein, K. Murayama, M.F. Lynch, R.M. Ryan, The ideal self at play: The appeal of video games that let you be all you can be, Psychological Science 23 (1) (2012) 69–76,.
[68]
A.K. Przybylski, N. Weinstein, R.M. Ryan, C.S. Rigby, Having to versus wanting to play: Background and consequences of harmonious versus obsessive engagement in video games, CyberPsychology and Behavior 12 (5) (2009) 485–492,.
[69]
F. Reer, N.C. Krämer, Psychological need satisfaction and well-being in first-person shooter clans: Investigating underlying factors, Computers in Human Behavior 84 (2018) 383–391,.
[70]
L. Reinecke, Games and recovery: The use of video and computer games to recuperate from stress and strain, Journal of Media Psychology: Theories, Methods, and Applications 21 (3) (2009) 126–142,.
[71]
G. Riva, F. Mantovani, B.K. Wiederhold, Positive technology and COVID-19, Cyberpsychology, Behavior, and Social Networking 23 (9) (2020) 581–587,.
[72]
A.J. van Rooij, C.J. Ferguson, M. Colder Carras, D. Kardefelt-Winther, J. Shi, E. Aarseth, et al., A weak scientific basis for gaming disorder: Let us err on the side of caution, Journal of Behavioral Addictions 7 (1) (2018) 1–9,.
[73]
C.V. Russoniello, K. O'Brien, J.M. Parks, The effectiveness of casual video games in improving mood and decreasing stress, Journal of Cyber Therapy and Rehabilitation 2 (1) (2009) 53–66.
[74]
R.M. Ryan, E.L. Deci, Overview of self-determination theory: An organismic dialectical perspective, in: E.L. Deci, R.M. Ryan (Eds.), Handbook of self-determination research, University of Rochester Press, 2002, pp. 3–33.
[75]
R.M. Ryan, E.L. Deci, Self-determination theory: Basic psychological needs in motivation, development, 2017,. and wellness.
[76]
R.M. Ryan, C. Frederick, On energy, personality, and health: Subjective vitality as a dynamic reflection of well-being, Journal of Personality 65 (3) (1997) 529–565,.
[77]
R.M. Ryan, C.S. Rigby, A. Przybylski, The motivational pull of video games: A self-determination theory approach, Motivation and Emotion 30 (2006) 344–360,.
[78]
M. Salama-Younes, M. Hashim, Passion, vitality and life satisfaction for physically active old adults, The Journal of Positive Psychology 13 (3) (2018) 309–319,.
[79]
A. Schimmenti, J. Billieux, V. Starcevic, The four horsemen of fear: An integrated model of understanding fear experiences during the COVID-19 pandemic, Clinical Neuropsychiatry: Journal of Treatment Evaluation 17 (2) (2020) 41–45,.
[80]
P.P. Schultz, R.M. Ryan, C.P. Niemiec, N. Legate, G.C. Williams, Mindfulness, work climate, and psychological need satisfaction in employee well-being, Mindfulness 6 (2015) 971–985,.
[81]
P. Shanley, Gaming usage up 75 percent amid Coronavirus outbreak, Verizon reports, 2020, Retrieved from The Hollywood Reporter website: https://www.hollywoodreporter.com/news/gaming-usage-up-75-percent-coronavirus-outbreak-verizon-reports-1285140.
[82]
K.M. Sheldon, J.C. Hilpert, The balanced measure of psychological needs (BMPN) scale: An alternative domain general measure of need satisfaction, Motivation and Emotion 36 (2012) 439–451,.
[83]
C.-X. Shen, R.-D. Liu, D. Wang, Why are children attracted to the internet? The role of need satisfaction perceived online and perceived in daily real life, Computers in Human Behavior 29 (1) (2013) 185–192,.
[84]
C. Son, S. Hegde, A. Smith, X. Wang, F. Sasangohar, Effects of COVID-19 on college student's mental health in the United States: Interview survey study, Journal of Medical Internet Research 22 (9) (2020),. Article.
[85]
B. Stephen, This is Twitch's moment: Live-streaming is more popular than ever, 2020, Retrieved from The Verge website: https://www.theverge.com/2020/3/18/21185114/twitch-youtube-livestreaming-streamelements-coronavirus-quarantine-viewership-numbers %5C.
[86]
R. Sterling, Influence of psychological needs and gaming motivation on wellbeing of adult gamers (Doctoral dissertation, Walden University, 2017, Retrieved from https://scholarworks.waldenu.edu/dissertations/3726/.
[87]
L. Tay, E. Diener, Needs and subjective well-being around the world, Journal of Personality and Social Psychology 101 (2) (2011) 354–365,.
[88]
I. Tóth-Király, B. Bőthe, A.N. Márki, A. Rigó, G. Orosz, Two sides of the same coin: The differentiating role of need satisfaction and frustration in passion for screen-based activities, European Journal of Social Psychology 49 (6) (2019) 1190–1205,.
[89]
S. Türkay, The effects of customization on player experiences in an extended online social game: A mixed method study (Doctoral dissertation, Teachers College, Columbia University, 2013, Retrieved from https://www.proquest.com/openview/e128610eabbb72a12f64a58e712dbac2/1?pq-origsite=gscholar&cbl=18750&diss=y.
[90]
A. Tyack, P. Wyeth, Exploring relatedness in single-player video game play, in: Ozchi ’17: Proceedings of the 29th Australian Conference on Computer-human interaction, 2017, pp. 422–427,.
[91]
R.J. Vallerand, On passions for life activities: The dualistic model of passion, M.P. Zanna (Ed.), Advances in Experimental Social Psychology 42 (2010) 97–193,.
[92]
R.J. Vallerand, The psychology of passion: A dualistic model, 2015, https://doi.org/http://dx.doi.org/10.1093/acprof:oso/9780199777600.001.0001.
[93]
R.J. Vallerand, G.A. Mageau, C. Ratelle, M. Léonard, C. Blanchard, R. Koestner, et al., Les Passions de l’Âme: On obsessive and harmonious Passion, Journal of Personality and Social Psychology 85 (4) (2003) 756–767,.
[94]
R.J. Vallerand, F.L. Rousseau, F.M.E. Grouzet, A. Dumais, S. Grenier, C.M. Blanchard, Passion in sport: A look at determinants and affective experiences, Journal of Sport & Exercise Psychology 28 (4) (2006) 454–478,.
[95]
M. Vansteenkiste, R.M. Ryan, On psychological growth and vulnerability: Basic psychological need satisfaction and need frustration as a unifying principle, Journal of Psychotherapy Integration 23 (3) (2013) 263–280,.
[96]
K. Vella, D. Johnson, L. Hides, Positively playful: When videogames lead to player wellbeing, Gamification ’13: Proceedings of the First International Conference on Gameful Design, Research, and Applications (2013) 99–102,.
[97]
K. Vella, D. Johnson, L. Hides, Indicators of wellbeing in recreational video game players, OzCHI ’15: Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction (2015) 613–617,.
[98]
J. Verner-Filion, R.J. Vallerand, A longitudinal examination of elite youth soccer players: The role of passion and basic need satisfaction in athletes' optimal functioning, Psychology of Sport and Exercise 39 (2018) 20–28,.
[99]
G.J. Walker, S. Kono, The effects of basic psychological need satisfaction during leisure and paid work on global life satisfaction, The Journal of Positive Psychology 13 (1) (2018) 36–47,.
[100]
C.-C. Wang, Y.-S. Chu, Harmonious passion and obsessive passion in playing online games, Social Behavior and Personality 35 (7) (2007) 997–1006,.
[101]
V.E. Warburton, J.C.K. Wang, K.J. Bartholomew, R.L. Tuff, K.C.M. Bishop, Need satisfaction and need frustration as distinct and potentially co-occurring constructs: Need profiles examined in physical education and sport, Motivation and Emotion 44 (2020) 54–66,.
[102]
WEPC, Video Game Industry statistics in 2020, 2020, Retrieved from https://www.wepc.com/news/video-game-statistics/.
[103]
P.M. Wilson, K. Longley, S. Muon, W.M. Rodger, T.C. Murray, Examining the contributions of perceived psychological need satisfaction to well-being in exercise, Journal of Applied Biobehavioral Research 11 (3–4) (2006) 243–264,.
[104]
D.Y. Wohn, C. Lampe, R. Wash, N. Ellison, J. Vitak, The “S” in social network games: Initiating, maintaining, and enhancing relationships, in: Proceedings of the 44th Hawaii international Conference on System Sciences, 2011, pp. 1–10,.
[105]
World Health Organization, International classification of diseases for mortality and morbidity statistics (11th Revis), 2018, Retrieved from https://icd.who.int/en.
[106]
[107]
World Health Organization, Rolling updates on coronavirus disease (COVID-19), 2020, Retrieved from https://www.who.int/emergencies/diseases/novel-coronavirus-2019/events-as-they-happen.
[108]
A.M.S. Wu, L.L.M. Lei, L. Ku, Psychological needs, purpose in life, and problem video game playing among Chinese young adults, International Journal of Psychology 48 (4) (2013) 583–590,.

Cited By

View all
  • (2024)Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned ParadigmsACM Transactions on Computer-Human Interaction10.1145/367323031:3(1-74)Online publication date: 15-Jun-2024
  • (2024)Building Creative Strategies and Solutions to Promote Benefits While Mitigating Harms of Video Games: A Workshop at CHI PLAY 2024Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678860(462-465)Online publication date: 14-Oct-2024
  • (2024)The Basic Needs in Games Scale (BANGS)International Journal of Human-Computer Studies10.1016/j.ijhcs.2024.103289188:COnline publication date: 1-Aug-2024
  • Show More Cited By

Index Terms

  1. Need satisfaction, passion and wellbeing effects of videogame play prior to and during the COVID-19 pandemic
        Index terms have been assigned to the content through auto-classification.

        Recommendations

        Comments

        Information & Contributors

        Information

        Published In

        cover image Computers in Human Behavior
        Computers in Human Behavior  Volume 131, Issue C
        Jun 2022
        333 pages

        Publisher

        Elsevier Science Publishers B. V.

        Netherlands

        Publication History

        Published: 01 June 2022

        Author Tags

        1. Videogames
        2. COVID-19
        3. Self-determination theory
        4. Dualistic model of passion
        5. Motivation
        6. Wellbeing

        Qualifiers

        • Research-article

        Contributors

        Other Metrics

        Bibliometrics & Citations

        Bibliometrics

        Article Metrics

        • Downloads (Last 12 months)0
        • Downloads (Last 6 weeks)0
        Reflects downloads up to 16 Jan 2025

        Other Metrics

        Citations

        Cited By

        View all
        • (2024)Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned ParadigmsACM Transactions on Computer-Human Interaction10.1145/367323031:3(1-74)Online publication date: 15-Jun-2024
        • (2024)Building Creative Strategies and Solutions to Promote Benefits While Mitigating Harms of Video Games: A Workshop at CHI PLAY 2024Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678860(462-465)Online publication date: 14-Oct-2024
        • (2024)The Basic Needs in Games Scale (BANGS)International Journal of Human-Computer Studies10.1016/j.ijhcs.2024.103289188:COnline publication date: 1-Aug-2024
        • (2024)Problematic gaming, social withdrawal, and EscapismComputers in Human Behavior10.1016/j.chb.2024.108187155:COnline publication date: 1-Jun-2024
        • (2024)Young People's digital maturity relates to different forms of well-being through basic psychological need satisfaction and frustrationComputers in Human Behavior10.1016/j.chb.2023.108077152:COnline publication date: 14-Mar-2024
        • (2024)Tomorrow will be betterComputers in Human Behavior10.1016/j.chb.2023.108021151:COnline publication date: 4-Mar-2024
        • (2023)‘I Just Wanted to Get It Over and Done With’: A Grounded Theory of Psychological Need Frustration in Video GamesProceedings of the ACM on Human-Computer Interaction10.1145/36110287:CHI PLAY(217-236)Online publication date: 4-Oct-2023
        • (2023)Workshop on Understanding and Combating the Problematic Side of PlayCompanion Proceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3573382.3616025(348-349)Online publication date: 6-Oct-2023
        • (2023)Making sense of the pandemicInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2023.103141180:COnline publication date: 1-Dec-2023
        • (2023)Online gaming as a double-edged sword: An Analysis of game community receptiveness, in-game vitality, and player well-beingEducation and Information Technologies10.1007/s10639-023-12011-029:5(5349-5379)Online publication date: 17-Jul-2023
        • Show More Cited By

        View Options

        View options

        Media

        Figures

        Other

        Tables

        Share

        Share

        Share this Publication link

        Share on social media