19 research outputs found

    Gaming motivation and problematic video gaming: The role of needs frustration

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    Motivation is often used as a predictor of a problematic style of video game engagement, implying that individuals' gaming undermines optimal functioning. Drawing from recent advances in Self-Determination Theory (SDT), the present study explores the links between gaming motivations, the daily frustration of basic psychological needs, and reports of problematic video gaming (PVG). A sample of 1029 participants (72.8% male; M = 22.96 years; SD = 4.13 years) completed items regarding their gaming engagement and gaming motivation as well as their experience of needs frustration and PVG symptoms. Results revealed positive associations between gaming motivations and PVG, and between daily needs frustration and PVG. Finally, after comparing several competing models, a mediational model whereby needs frustration explained the association between individuals' gaming motivation and PVG emerged as best fitting the data. The discussion addresses the theoretical and practical implications of these findings in the context of recent research

    Cross-national comparisons of the prevalence of gambling, problem gambling in young people and the role of accessibility in higher risk gambling: a study of Australia, Canada, Croatia and Israel

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    Published: 02 July 2021 OnlinePublCountries with public policies that support gambling through gambling legislation foster an environment in which gambling is socially accepted, tacitly encouraged and actively promoted. Although gambling worldwide has features in common, countries differ in terms of the nature of their gamblingmarkets. The current study examined the role of perceived gambling accessibility in gambling behaviors and problem gambling in four different countries: Australia, Canada, Croatia and Israel. A convenience sample comprised 1787 university students aged 18–30. Gambling behaviors and problems were found to be more prevalent and gambling was perceived to be more accessible in liberalized markets (e.g. Australia, Canada and Croatia) as compared to Israel which is relativelymore conservative and hasmore restrictive regulations. Social accessibility was perceived to be higher in those who gambled and associatedwith higher risk gambling, especially for women. The study highlights the potentially important role of social normalization of gambling and how supply variations can influence perceptions as well as impact gambling behavior.Belle Gavriel-Fried, Paul Delfabbro, Neven Ricijas, Dora Dodig Hundric and Jeffrey L. Derevensk

    How do passion for video games and needs frustration explain time spent gaming?

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    Research applying self-determination theory and the dualistic model of passion (DMP) has shown video games may satisfy basic psychological needs (i.e., competence, autonomy, and relatedness) and be identified as a passion. The DMP distinguishes between healthy or harmonious passion and problematic or obsessive passion (OP), with the latter reflecting an overreliance towards one's passion to obtain needs satisfaction. The experience of daily obstructions to needs satisfaction, or needs frustration (NF), may facilitate such an overreliance. This study explored how NF and both types of passion explain the amount of time that university students spend gaming. The overall association between NF and time spent gaming was not significant. However, for video game users with low levels of OP for gaming, there was a significant negative association between NF and time spent gaming. Additionally, evidence of a mutually reinforcing association between NF and OP for gaming indicates that a vicious cycle exists, whereby a strong OP for gaming predicts and is reinforced by greater NF. The theoretical implications are discussed

    The relationship of ADHD symptoms to gambling behaviour in the USA: results from the National Longitudinal Study of Adolescent Health

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    The study utilizes data from the National Longitudinal Study of Adolescent Health (Add Health) to test the extent to which retrospectively reported ADHD symptoms are associated with gambling behaviour in young adults. Results from linear probability and logistic regression models using data from 6145 survey respondents indicate that youths who reported symptoms consistent with Hyperactive-Impulsive type ADHD in childhood were significantly more likely than other youths to report clinical characteristics of disordered gambling, large past-year losses and/or multiple forms of gambling as young adults. The Combined type ADHD had no significant relationship to the gambling indicators, while the Inattentive type ADHD symptoms have a significant negative relationship to the gambling indicators. These findings provide preliminary support in a large, nationally representative sample for the relationship of ADHD and gambling and underscore the importance of addressing gambling-related issues in education, prevention and intervention efforts with youths with ADHD and/or problems with impulse control
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