Internet Gaming Disorder: Relations Between Needs Satisfaction In-Game and in Life in General

Patrick K. Bender*, Douglas A. Gentile

*Kontaktforfatter

Publikation: Bidrag til tidsskriftTidsskriftartikelForskningpeer review

9 Citationer (Scopus)

Abstract

Internet gaming disorder (IGD) has received increasing attention since its inclusion as a condition for further study in the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition. To date, little is known about the etiology of IGD, and theoretical approaches to problematic gaming are needed. Using a self-determination theory framework, the present study investigated the relations between symptoms of IGD and basic needs satisfaction in-game and in life in general. Two samples consisting of adult video game players (Sample 1: N = 720; Sample 2: N = 808) were assessed using questionnaire measures of IGD, as well as needs satisfaction in-game and in life, respectively. Hierarchical regression models showed that needs satisfaction in-game was associated with higher levels of IGD, whereas needs satisfaction in life in general was associated with lower levels of IGD. Contrary to theoretical hypotheses, basic needs satisfaction in life in general did not moderate the effect of needs satisfaction in-game on IGD symptoms. Findings are discussed with regard to their clinical and theoretical implications.
OriginalsprogEngelsk
TidsskriftPsychology of Popular Media Culture
Vol/bind9
Udgave nummer2
Sider (fra-til)266-278
ISSN2160-4134
DOI
StatusUdgivet - 2020

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