| Literature DB >> 29599735 |
Gábor Orosz1,2, Ágnes Zsila1,3, Robert J Vallerand4, Beáta Böthe1,3.
Abstract
In 2016, Pokémon Go became the most popular smartphone game. Despite the increasing popularity of this augmented reality game, to date, no studies have investigated passion for playing Pokémon Go. On the theoretical basis of the Dualistic Model of Passion (DMP), our goal was to investigate the associations between Pokémon Go playing motives, passion, and impulsivity. A total of 621 Pokémon Go players participated in the study (54.9% female; Mage = 22.6 years, SDage = 4.4). It was found that impulsivity was more strongly associated with obsessive passion (OP) than with harmonious passion (HP). HP was associated with adaptive motives (i.e., outdoor activity, social, recreation, and nostalgia), while OP was associated with less adaptive motives (i.e., fantasy, escape, boredom, competition, and coping). Therefore, in line with the DMP, HP and OP for playing Pokémon Go can predict an almost perfectly distinguished set of adaptive or maladaptive playing motives, and OP has a noteworthy relationship with impulsivity as a determinant.Entities:
Keywords: Pokémon Go; gaming motives; harmonious passion; impulsivity; obsessive passion; structural equation modeling
Year: 2018 PMID: 29599735 PMCID: PMC5862819 DOI: 10.3389/fpsyg.2018.00316
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Descriptive statistics and inter-factor correlations of the subscales of included assessment instruments.
| 1. UPPS negative urgency | 1–4 | 2.38 | 0.77 | – | ||||||||||||||||
| 2. UPPS positive urgency | 1–4 | 2.51 | 0.70 | −0.65 | – | |||||||||||||||
| 3. UPPS lack of perseverance | 1–4 | 1.85 | 0.57 | 0.18 | −0.17 | – | ||||||||||||||
| 4. UPPS lack of premeditation | 1–4 | 1.71 | 0.60 | 0.31 | −0.32 | 0.57 | – | |||||||||||||
| 5. UPPS sensation seeking | 1–4 | 2.34 | 0.68 | −0.17 | 0.33 | 0.12 | 0.03 | – | ||||||||||||
| 6. UPPS impulsivity | 1–4 | 2.16 | 0.30 | 0.33 | 0.09 | 0.69 | 0.64 | 0.58 | – | |||||||||||
| 7. Harmonious passion | 1–7 | 3.70 | 1.31 | 0.00 | −0.06 | 0.04 | 0.06 | −0.09 | −0.03 | – | ||||||||||
| 8. Obsessive passion | 1–7 | 1.82 | 1.02 | 0.12 | −0.20 | 0.20 | 0.16 | 0.10 | 0.07 | 0.50 | – | |||||||||
| 9. MOGQ-PG coping | 1–5 | 2.27 | 0.96 | 0.14 | −0.16 | 0.04 | −0.01 | −0.13 | −0.05 | 0.40 | 0.43 | – | ||||||||
| 10. MOGQ-PG nostalgia | 1–5 | 3.57 | 1.32 | 0.02 | −0.06 | −0.03 | −0.04 | −0.16 | −0.11 | 0.27 | 0.20 | 0.33 | – | |||||||
| 11. MOGQ-PG social | 1–5 | 2.34 | 1.11 | −0.04 | −0.03 | −0.05 | −0.07 | −0.20 | −0.17 | 0.37 | 0.30 | 0.37 | 0.26 | – | ||||||
| 12. MOGQ-PG competition | 1–5 | 2.45 | 1.24 | 0.08 | −0.16 | 0.03 | −0.01 | −0.28 | −0.16 | 0.27 | .32 | .36 | 0.23 | 0.43 | – | |||||
| 13. MOGQ-PG skill development | 1–5 | 1.95 | 0.95 | 0.10 | −0.16 | 0.00 | −0.03 | −0.19 | −0.12 | 0.42 | 0.42 | 0.61 | 0.29 | 0.39 | 0.36 | – | ||||
| 14. MOGQ-PG fantasy | 1–5 | 2.23 | 1.16 | 0.16 | −0.23 | .11 | 0.06 | −0.13 | −0.02 | 0.35 | 0.44 | 0.58 | 0.32 | 0.27 | 0.29 | 0.54 | – | |||
| 15. MOGQ-PG recreation | 1–5 | 4.00 | 0.87 | −0.01 | −0.05 | −0.01 | −0.02 | −0.05 | −0.06 | 0.52 | 0.30 | 0.52 | 0.37 | 0.37 | 0.31 | 0.40 | 0.36 | – | ||
| 16. MOGQ-PG outdoor activity | 1–5 | 3.00 | 1.24 | 0.02 | −0.05 | −0.03 | −0.06 | −0.06 | −0.08 | 0.46 | 0.29 | 0.44 | 0.21 | 0.41 | 0.22 | 0.48 | 0.27 | 0.50 | – | |
| 17. MOGQ-PG escapism | 1–5 | 2.02 | 1.06 | 0.15 | −0.17 | 0.09 | 0.03 | −0.07 | 0.01 | 0.32 | 0.43 | 0.71 | 0.22 | 0.24 | 0.23 | 0.48 | .65 | 0.39 | 0.26 | – |
| 18. MOGQ-PG boredom | 1–5 | 2.80 | 1.12 | 0.15 | −0.20 | 0.17 | 0.07 | −0.07 | 0.05 | 0.20 | 0.25 | 0.49 | 0.22 | 0.21 | 0.26 | 0.35 | 0.37 | 0.37 | 0.26 | 0.45 |
UPPS, UPPS Impulsivity Scale; MOGQ-PG, Motives for Online Gaming Questionnaire-Pokémon Go extension; M, mean; SD, standard deviation.
p < 0.05;
p < 0.01;
p < 0.001.
Figure 1Harmonious and Obsessive passion as mediators between Impulsivity and Pokémon Go playing motives. Numbers indicate standardized betas; *p < 0.05; **p < 0.01; ***p < 0.001.