Effect of the Frustration of Psychological Needs on Addictive Behaviors in Mobile Videogamers—The Mediating Role of Use Expectancies and Time Spent Gaming
<p>The mediation model.</p> "> Figure 2
<p>Results of the serial mediation model of the association between need frustration and Internet gaming disorder (* <span class="html-italic">p</span> < 0.05, ** <span class="html-italic">p</span> < 0.001).</p> ">
Abstract
:1. Introduction
1.1. Detrimental Effects of Videogaming on Well-Being
1.2. Self-Determination Theory and Videogames
1.3. Game-Use Expectancies, Game Genre, Age, Sex and Payment
1.4. Purpose of the Present Study
2. Materials and Methods
2.1. Participants
2.2. Instruments
2.2.1. Sociodemographic and Game Variables
2.2.2. The Satisfaction and Frustration of Psychological Needs
2.2.3. Internet Gaming Disorder
2.2.4. Game-Use Expectancies
2.3. Procedure
2.4. Data Analysis
3. Results
3.1. Descriptive Results
3.2. The Mediation Model
4. Discussion
4.1. Prevalence of IGD in Mobile Gamers
4.2. The Direct and Mediated Effect of Need Frustration on IGD
4.3. Limitations
5. Conclusions
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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Mean | SD | 1 | 2 | 3 | 4 | 5 | |
---|---|---|---|---|---|---|---|
1. age | 21.73 | 10.10 | |||||
2. payment | 14.64 | 21.39 | 0.04 | ||||
3. need frustration | 28.52 | 9.58 | −0.20 ** | 0.21 ** | |||
4. use expectancies | 27.09 | 9.13 | −0.18 ** | 0.16 ** | 0.36 ** | ||
5. time spent | 75.49 | 155.74 | −0.02 | 0.14 ** | 0.13 ** | 0.21 ** | |
6. Internet gaming disorder | 14.24 | 6.11 | −0.14 ** | 0.21 ** | 0.39 ** | 0.47 ** | 0.23 ** |
Consequent | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
M1 (Game-Use Expectancies) | M2 (Time Spent Gaming) | Y (Internet Gaming Disorder) | |||||||||||||
Antecedent | Coefficient | SE | p | LLCI | ULCI | Coefficient | SE | P | LLCI | ULCI | Coefficient | SE | p | LLCI | ULCI |
need frustration | 0.295 | 0.040 | 0.000 | 0.216 | 0.375 | 1.093 | 0.795 | 0.170. | −0.470 | 2.665 | 0.162 | 0.026 | 0.000 | 0.111 | 0.214 |
use expectancies | 2.920 | 0.864 | 0.001 | 1.223 | 4.617 | 0.199 | 0.029 | 0.000 | 0.142 | 0.256 | |||||
time spent gaming | 0.004 | 0.002 | 0.008 | 0.001 | 0.007 | ||||||||||
sex | 1.784 | 0.818 | 0.030 | 0.176 | 3.391 | 11.52 | 15.29 | 0.451 | −18.52 | 41.57 | 1.811 | 0.505 | 0.000 | 0.818 | 2.80 |
payment | 2.255 | 0.797 | 0.005 | 0.690 | 3.820 | 31.01 | 14.94 | 0.039 | 1.639 | 60.37 | 1.338 | 0.496 | 0.007 | 0.363 | 2.31 |
age | −0.083 | 0.039 | 0.031 | −0.159 | −0.008 | 0.213 | 0.072 | 0.768 | −1.20 | 1.629 | −0.021 | 0.024 | 0.369 | −0.068 | 0.025 |
game genre | 0.753 | 0.198 | 0.000 | 0.363 | 1.142 | −0.777 | 3.74 | 0.836 | −8.13 | 6.58 | 0.129 | 1.046 | 0.296 | −0.114 | 0.373 |
constant | 16.85 | 1.67 | 0.000 | 13.565 | 20.135 | −54.70 | 34.30 | 0.113 | −121.9 | 12.99 | −6.28 | 1.13 | 0.000 | −8.52 | −4.05 |
R2 = 0.208 F (5, 464) = 24.44; p = 0.000 | R2 = 0.060 F (6, 463) = 4.93; p = 0.000 | R2 = 0.336 F (7, 462) = 33.44; p = 0.000 |
Effects | Path | BC a 95% CI | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
B | SE | t | Lower | Upper | ||||||||
Directeffects | need frustration | → | IGD | 0.162 | 0.026 | 6.17 ** | ||||||
need frustration | → | use expectancies | 0.295 | 0.040 | 7.29 ** | |||||||
need frustration | → | time spent | 1.09 | 0.795 | 1.37 | |||||||
use expectancies | → | IGD | 0.199 | 0.029 | 6.88 ** | |||||||
use expectancies | → | time spent | 2.92 | 0.864 | 3.38 * | |||||||
time spent | → | IGD | 0.004 | 0.002 | 2.68 * | |||||||
need frustration | → | use expectancies | → | IGD | 0.005 | 0.012 | 0.037 | 0.084 | ||||
Indirecteffects | need frustration | → | time spent | → | IGD | 0.005 | 0.005 | −0.002 | 0.016 | |||
need frustration | → | use expectancies | → | time spent | → | IGD | 0.004 | 0.002 | 0.001 | 0.008 |
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Chamarro, A.; Oberst, U.; Cladellas, R.; Fuster, H. Effect of the Frustration of Psychological Needs on Addictive Behaviors in Mobile Videogamers—The Mediating Role of Use Expectancies and Time Spent Gaming. Int. J. Environ. Res. Public Health 2020, 17, 6429. https://doi.org/10.3390/ijerph17176429
Chamarro A, Oberst U, Cladellas R, Fuster H. Effect of the Frustration of Psychological Needs on Addictive Behaviors in Mobile Videogamers—The Mediating Role of Use Expectancies and Time Spent Gaming. International Journal of Environmental Research and Public Health. 2020; 17(17):6429. https://doi.org/10.3390/ijerph17176429
Chicago/Turabian StyleChamarro, Andrés, Ursula Oberst, Ramón Cladellas, and Héctor Fuster. 2020. "Effect of the Frustration of Psychological Needs on Addictive Behaviors in Mobile Videogamers—The Mediating Role of Use Expectancies and Time Spent Gaming" International Journal of Environmental Research and Public Health 17, no. 17: 6429. https://doi.org/10.3390/ijerph17176429
APA StyleChamarro, A., Oberst, U., Cladellas, R., & Fuster, H. (2020). Effect of the Frustration of Psychological Needs on Addictive Behaviors in Mobile Videogamers—The Mediating Role of Use Expectancies and Time Spent Gaming. International Journal of Environmental Research and Public Health, 17(17), 6429. https://doi.org/10.3390/ijerph17176429