Javascript must be enabled to continue!
Daily motivational underpinnings and outcomes of adolescent video gaming
View through CrossRef
Many adolescents spend a significant amount of daily time playing video games. Although only a minority are problematic gamers, adolescents are still a group which could be vulnerable to the influence of video games. At the same time, gaming could be a positive force in their development. Several previous approaches were used in investigating the relationship between adolescent gaming and well-being and sleep, but they only explored a part of the picture. This study approached the issue from the perspective of the Self Determination Theory (SDT), which enabled a holistic study of both gaming motivation and the effects of gaming. It used the daily diary methodology and investigated within person relationships, which brings several advantages (e.g., reduced retrospective bias) and is unique in the field. The aim of this study was to examine the relations between basic psychological needs and gaming and between gaming and well-being and sleep. Two pilot studies were conducted first and then the main daily diary study was conducted on a sample of adolescent gamers (final N=125), who played video games every day (92% male, 4% female, 4% did not identify). The participants first filled in a baseline questionnaire and then filled in daily morning and evening questionnaires for eight consecutive days. The data were analysed by using Multilevel Structural Equation Modelling (MSEM). Results showed that the daily experienced real-life basic psychological need satisfaction and frustration was crucial in predicting the daily well-being of adolescent gamers. In-game need satisfaction contributed to their daily vitality, i.e., the feeling of energy and aliveness, and it contributed to the daily positive consequences of video games. On days when they felt real-life need frustration, the gamers actually played less video games. Once need based experiences were considered, gaming time did not contribute to neither well-being nor sleep, only gaming after midnight was weakly related to sleep quality. These results imply that real-life need-based experiences of adolescent gamers are crucial for their well-being, but they can also benefit from in-game need satisfaction. In other words, if they have positive need experiences in their life outside gaming, gaming could be an additional positive force in lives of many adolescent gamers.
Title: Daily motivational underpinnings and outcomes of adolescent video gaming
Description:
Many adolescents spend a significant amount of daily time playing video games.
Although only a minority are problematic gamers, adolescents are still a group which could be vulnerable to the influence of video games.
At the same time, gaming could be a positive force in their development.
Several previous approaches were used in investigating the relationship between adolescent gaming and well-being and sleep, but they only explored a part of the picture.
This study approached the issue from the perspective of the Self Determination Theory (SDT), which enabled a holistic study of both gaming motivation and the effects of gaming.
It used the daily diary methodology and investigated within person relationships, which brings several advantages (e.
g.
, reduced retrospective bias) and is unique in the field.
The aim of this study was to examine the relations between basic psychological needs and gaming and between gaming and well-being and sleep.
Two pilot studies were conducted first and then the main daily diary study was conducted on a sample of adolescent gamers (final N=125), who played video games every day (92% male, 4% female, 4% did not identify).
The participants first filled in a baseline questionnaire and then filled in daily morning and evening questionnaires for eight consecutive days.
The data were analysed by using Multilevel Structural Equation Modelling (MSEM).
Results showed that the daily experienced real-life basic psychological need satisfaction and frustration was crucial in predicting the daily well-being of adolescent gamers.
In-game need satisfaction contributed to their daily vitality, i.
e.
, the feeling of energy and aliveness, and it contributed to the daily positive consequences of video games.
On days when they felt real-life need frustration, the gamers actually played less video games.
Once need based experiences were considered, gaming time did not contribute to neither well-being nor sleep, only gaming after midnight was weakly related to sleep quality.
These results imply that real-life need-based experiences of adolescent gamers are crucial for their well-being, but they can also benefit from in-game need satisfaction.
In other words, if they have positive need experiences in their life outside gaming, gaming could be an additional positive force in lives of many adolescent gamers.
Related Results
THE ‘PARENT’ IN THE PARENTING STYLE:
A CORRELATIONAL STUDY EXPLORING THE IMPACT OF PARENTING ON SELF-CONCEPT OF THE ADOLESCENT (Preprint)
THE ‘PARENT’ IN THE PARENTING STYLE:
A CORRELATIONAL STUDY EXPLORING THE IMPACT OF PARENTING ON SELF-CONCEPT OF THE ADOLESCENT (Preprint)
BACKGROUND
The present research attempts to explore the dynamics of parent child relationship. The investigation aims at understanding the impact of parenti...
Video Gaming Addiction in Pakistani Adolescents: A Growing Concern
Video Gaming Addiction in Pakistani Adolescents: A Growing Concern
Background and Objectives:
Video game addiction, or gaming disorder, is marked by impaired control over gaming, prioritizing gaming over other activities, and continuing despite n...
Audio and video editing system design based on OpenCV
Audio and video editing system design based on OpenCV
With the rapid development of the Internet, a new carrier for people to perceive the world and communicate with each other - audio and video - is gradually being favoured by the pu...
Prevalence of Internet Gaming Addiction and its Association with Social Phobia among Arab Adolescents and Young Adults: A Cross-Sectional Study
Prevalence of Internet Gaming Addiction and its Association with Social Phobia among Arab Adolescents and Young Adults: A Cross-Sectional Study
Abstract
Background
Gaming addiction is a compulsive mental health condition that can have severe negative consequences on a person's life. As online gaming has increased ...
Terapi Berbasis Internet Untuk Meningkatkan Self-Regulasi Pada Mahasiswa Dengan Internet Gaming Disorder
Terapi Berbasis Internet Untuk Meningkatkan Self-Regulasi Pada Mahasiswa Dengan Internet Gaming Disorder
Abstract Excessive gaming behavior is known as internet gaming disorder. One thing that can cause internet gaming disorder is lack of self-regulation, or lack in ability to control...
Exploring the Efficacy of Once and Twice Weekly Thyroxine Dosing: A Promising Approach for Hypothyroidism Management
Exploring the Efficacy of Once and Twice Weekly Thyroxine Dosing: A Promising Approach for Hypothyroidism Management
Abstract
Introduction
Hypothyroidism is a common endocrine disorder, in which the management involves daily intake of thyroxine. However, adherence to a daily medication regimen po...
Motivational components involved in the metamotivational monitoring in medical students
Motivational components involved in the metamotivational monitoring in medical students
Abstract
Background: Theoretical implications of self-regulated learning emphasize that self-regulation of motivation (metamotivation) plays an important role in learning, ...
Associations between gaming disorder, parent-child relationship, parental supervision, and discipline styles: Findings from a school-based survey during the COVID-19 pandemic in Vietnam
Associations between gaming disorder, parent-child relationship, parental supervision, and discipline styles: Findings from a school-based survey during the COVID-19 pandemic in Vietnam
Abstract
Background and aims
Vietnam implemented numerous measures to reduce the transmission of COVID-19 among school students, includin...

