| Literature DB >> 31717399 |
Bryant Pui Hung Hui1, Anise M S Wu2, Nicolson Y F Siu3, Ming-Lun Chung1, Ngai Pun1.
Abstract
Given the increasing popularity of online game playing, the negative impacts of game addiction on both adolescents and adults attracted our attention. Previous studies based on the self-determination theory have examined the effects of the three basic psychological needs of autonomy, competence, and relatedness on problematic video game playing among Chinese young adults. Yet, as more evidence emerged pointing to the possible relation between need dissatisfaction and higher vulnerability for ill-being and psychopathology, the present study aimed to incorporate the impacts of both satisfaction and dissatisfaction for autonomy, competence, and relatedness in explaining Internet gaming disorder (IGD), a condition that may in turn impede eudaimonic well-being as indicated by flourishing. In a self-administered online survey with a valid sample of 1200 Chinese young adults aged 18-24 years (mean age = 19.48 years), the prevalence of probable IGD (for those who reported five or more symptoms in the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) symptom list for IGD) was 7.5%. Our results showed that relatedness dissatisfaction positively predicted IGD symptoms after controlling for other need satisfaction and dissatisfaction. Also, flourishing was found to be negatively predicted by IGD. Finally, IGD was found to mediate the effect of relatedness dissatisfaction on flourishing. Our findings suggested a risk factor of relatedness dissatisfaction in predicting IGD, thereby significantly predicting flourishing.Entities:
Keywords: Chinese; Internet gaming disorder; flourishing; psychological needs; self-determination theory
Mesh:
Year: 2019 PMID: 31717399 PMCID: PMC6888209 DOI: 10.3390/ijerph16224367
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Summary of Means, Standard Deviations, and Intercorrelations for the Measures (N = 1200).
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| 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Sex a | — | −0.03 | −0.08 ** | −0.34 *** | −0.15 *** | −0.08 ** | −0.04 | −0.15 *** | −0.04 | −0.02 | −0.00 | −0.06 * |
| Age | 19.48 (1.21) | — | −0.19 *** | −0.13 *** | −0.05 | 0.07 * | −0.07 * | 0.12 *** | −0.01 | 0.09 ** | −0.05 | 0.13 *** |
| Hukou b | — | — | 0.19 *** | 0.04 | 0.02 | 0.07 * | 0.03 | 0.07 * | 0.03 | 0.04 | 0.01 | |
| Daily gaming frequency | 2.50 (1.92) | — | 0.26 *** | 0.06 * | 0.06 * | 0.01 | 0.08 ** | −0.02 | 0.04 | −0.06 * | ||
| Internet gaming disorder | 1.14 (1.98) | 0.84 | −0.04 | 0.13 *** | −0.07 * | 0.10 ** | −0.03 | 0.19 *** | −0.14 *** | |||
| Autonomy satisfaction | 3.40 (0.70) | 0.66 | 0.15 *** | 0.55 *** | 0.29 *** | 0.48 *** | 0.05 | 0.43 *** | ||||
| Autonomy dissatisfaction | 2.84 (0.66) | 0.42 | 0.11 *** | 0.48 *** | 0.16 *** | 0.49 *** | −0.08 ** | |||||
| Competence satisfaction | 3.45 (0.73) | 0.80 | 0.23 *** | 0.53 *** | −0.05 | 0.51 *** | ||||||
| Competence dissatisfaction | 3.22 (0.73) | 0.63 | 0.26 *** | 0.46 *** | −0.00 | |||||||
| Relatedness satisfaction | 3.59 (0.80) | 0.77 | 0.04 | 0.43 *** | ||||||||
| Relatedness dissatisfaction | 2.78 (0.79) | 0.61 | −0.22 *** | |||||||||
| Flourishing | 4.72 (0.97) | 0.94 |
Note.a Male = 1, Female = 2. b Rural = 1, Nonrural = 2. The reliability coefficients are found along the diagonal line. * p < 0.05. ** p < 0.01. *** p < 0.001.
Model Coefficients for the Psychological Needs Mediation Analysis with Four Covariates (N = 1200).
| Outcome | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Internet Gaming Disorder | Flourishing | ||||||||||||||
| Mediator (Model 1) | Total Effect (Model 2) | Direct Effect (Model 3) | Indirect Effect | ||||||||||||
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| BootCI | ||||
| Sex a | −0.36 | 0.13 | −2.85 | ** | −0.03 | 0.05 | −0.63 | −0.04 | 0.05 | −0.80 | — | — | — | ||
| Age | −0.00 | 0.05 | −0.06 | 0.04 | 0.02 | 1.98 | * | 0.04 | 0.02 | 1.98 | * | — | — | — | |
| Hukou b | −0.10 | 0.13 | −0.77 | 0.06 | 0.05 | 1.07 | 0.06 | 0.05 | 1.02 | — | — | — | |||
| Daily gaming frequency | 0.24 | 0.03 | 7.81 | *** | −0.03 | 0.01 | −2.40 | * | −0.02 | 0.01 | −1.89 | — | — | — | |
| Autonomy satisfaction | −0.13 | 0.10 | −1.38 | 0.29 | 0.04 | 7.33 | *** | 0.29 | 0.04 | 7.26 | *** | 0.003 | 0.003 | [−0.002, 0.011] | |
| Autonomy dissatisfaction | 0.16 | 0.10 | 1.58 | −0.08 | 0.04 | −1.96 | * | −0.08 | 0.04 | −1.87 | −0.004 | 0.003 | [−0.011, 0.001] | ||
| Competence satisfaction | −0.16 | 0.10 | −1.70 | 0.40 | 0.04 | 10.16 | *** | 0.40 | 0.04 | 10.06 | *** | 0.004 | 0.003 | [−0.001, 0.012] | |
| Competence dissatisfaction | 0.02 | 0.09 | 0.23 | −0.12 | 0.04 | −3.06 | ** | −0.12 | 0.04 | −3.05 | ** | −0.001 | 0.002 | [−0.001, 0.004] | |
| Relatedness satisfaction | 0.02 | 0.08 | 0.28 | 0.24 | 0.03 | 6.91 | *** | 0.24 | 0.03 | 6.94 | *** | −0.000 | 0.002 | [−0.006, 0.004] | |
| Relatedness dissatisfaction | 0.37 | 0.08 | 4.38 | *** | −0.18 | 0.03 | −5.27 | *** | −0.17 | 0.03 | −4.98 | *** | −0.009 | 0.004 | [−0.019, −0.002] |
| Internet gaming disorder | — | — | — | — | — | — | −0.02 | 0.01 | −2.06 | * | — | — | — | ||
| Constant | 0.59 | 1.04 | 0.57 | 1.90 | 0.43 | 4.47 | *** | 1.91 | 0.42 | 4.51 | *** | — | — | — | |
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| 0.11 | 0.37 | 0.38 | — | |||||||||||
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| 15.30 *** | 72.70 *** | 66.66 *** | — | |||||||||||
Note.a Male = 1, Female = 2. b Rural = 1, Nonrural = 2. BootCI = Bootstrap 95% confidence interval for the indirect effect. * p < 0.05. ** p < 0.01. *** p < 0.001.
Figure 1Unstandardized coefficients of a mediation model (controlling for sex, age, hukou, and daily gaming frequency) depicting Internet gaming disorder as a mediator between psychological needs and flourishing. Note. N = 1200. Coefficients in parentheses illustrate the total effect without the mediator. Dashed lines represent a nonsignificant relationship (p > 0.05). * p < 0.05. ** p < 0.01. *** p < 0.001.