| Literature DB >> 35165496 |
Jessica Formosa1, Daniel Johnson1, Selen Türkay1, Regan L Mandryk2.
Abstract
Since the outbreak of COVID-19, reports have shown a significant rise in videogame engagement due to stay-at-home and quarantine restrictions, which has led to further concerns regarding the wellbeing impacts of videogames. Due to the challenges and stressors associated with living in a pandemic, it is even more crucial now to understand how engagement with videogames influence players' wellbeing. This study, therefore, utilises Self-Determination Theory and the Dualistic Model of Passion to explore the relationships between people's need satisfaction (and frustration), passion for videogames, and wellbeing prior to and during the COVID-19 pandemic. Findings showed that, during both periods, in-game need satisfaction could lead to either harmonious or obsessive passion for videogames, while frustration of needs through important life domains was more likely to determine an obsessive passion. The findings also highlighted significant differences in wellbeing outcomes seen prior to and during the COVID-19 pandemic, suggesting that videogame engagement may play an important role in improving players' vitality and lowering psychological distress during this time.Entities:
Keywords: COVID-19; Dualistic model of passion; Motivation; Self-determination theory; Videogames; Wellbeing
Year: 2022 PMID: 35165496 PMCID: PMC8829687 DOI: 10.1016/j.chb.2022.107232
Source DB: PubMed Journal: Comput Human Behav ISSN: 0747-5632
Participant information for study 1 and 2.
| Study 1 | Study 2 | |||||
|---|---|---|---|---|---|---|
| Gender | Percentage | Percentage | ||||
| Male | 120 | 56.6% | 248 | 75.4% | ||
| Female | 84 | 39.6% | 74 | 22.5% | ||
| Non-Binary | 5 | 2.4% | 5 | 1.5% | ||
| Prefer not to answer | 2 | .9% | 2 | .6% | ||
| No Response | 1 | .5% | – | – | ||
| Percentage | Percentage | |||||
| Play every day | 146 | 68.9% | 250 | 76.0% | ||
| Play at least once a week | 59 | 27.8% | 73 | 22.2% | ||
| Play at least once a month | 7 | 3.3% | 6 | 1.8% | ||
| Percentage | Percentage | |||||
| Currently employed | 171 | 80.7% | 218 | 66.3% | ||
| Currently studying | 88 | 41.5% | 144 | 43.8% | ||
| Range | Range | |||||
| 17–65 | 28.36 | 9.14 | 17–57 | 27.44 | 8.49 | |
| Range | Range | |||||
| 1–75 | 15.48 | 13.00 | 1–90 | 20.43 | 14.89 | |
Participant information provided for both study 1 and 2 to allow for easy comparison. Study 1 N = 212. Study 2 N = 329. Participants were able to answer yes to both currently working and currently studying. Descriptive data analysed using SPSS version 27.
Means, standard deviations, and minimums and maximums of all variables in study 1 and 2.
| Study 1 | ||||
| Variable | Min. | Max. | ||
| In-Game Need Satisfaction∗ | 3.78 | .74 | 1.08 | 5.00 |
| Important Life Domain Need Satisfaction∗ | 3.45 | .78 | 1.17 | 5.00 |
| Important Life Domain Need Frustration∗ | 2.74 | .86 | 1.00 | 4.83 |
| Harmonious Passion∗∗ | 4.99 | 1.13 | 1.67 | 7.00 |
| Obsessive Passion∗∗ | 2.75 | 1.27 | 1.00 | 7.00 |
| Satisfaction with Life∗∗ | 4.24 | 1.38 | 1.00 | 7.00 |
| Vitality∗∗ | 3.74 | 1.22 | 1.00 | 7.00 |
| Problematic Videogame Play∗∗ | 2.93 | .96 | 1.00 | 6.38 |
| Psychological Distress∗† | 14.46 | 5.56 | 6.00 | 30.00 |
| Study 2 | ||||
| Variable | ||||
| In-Game Need Satisfaction∗ | 3.69 | .66 | 1.42 | 5.00 |
| Important Life Domain Need Satisfaction∗ | 3.34 | .69 | 1.27 | 5.00 |
| Important Life Domain Need Frustration∗ | 2.77 | .79 | 1.00 | 4.58 |
| Harmonious Passion∗∗ | 4.97 | .97 | 1.33 | 7.00 |
| Obsessive Passion∗∗ | 2.62 | 1.12 | 1.00 | 6.17 |
| Satisfaction with Life∗∗ | 4.42 | 1.38 | 1.00 | 7.00 |
| Vitality∗∗ | 3.79 | 1.17 | 1.00 | 6.43 |
| Problematic Videogame Play∗∗ | 2.99 | .94 | 1.00 | 6.31 |
| Psychological Distress∗† | 13.68 | 4.86 | 6.00 | 28.00 |
Values are provided for both study 1 and 2 to allow for easy comparison. Study 1 N = 212. Study 2 N = 329 (with the exception of Vitality which had n = 327 due to two participants missing the scale items). ∗all variables as indicated were measured on a five-point Likert scale. ∗∗ all variables as indicated were measured on a seven-point Likert scale. † Sum provided for K6 to measure psychological distress in order to facilitate comparison to other samples.
Bivariate correlations between all variables in study 1.
| Variable | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|---|---|---|
| 1. In-Game Need Satisfaction | – | .110 | .122 | .654∗∗ | .366∗∗ | -.044 | .109 | .287∗∗ | .107 |
| 2. Important Life Domain NS | .110 | – | -.614∗∗ | .067 | -.088 | .508∗∗ | .445∗∗ | -.135∗ | -.344∗∗ |
| 3. Important Life Domain NF | .122 | -.614∗∗ | – | .132 | .359∗∗ | -.528∗∗ | -.399∗∗ | .286∗∗ | .605∗∗ |
| 4. Harmonious Passion | .654∗∗ | .067 | .132 | – | .317∗∗ | -.045 | .075 | .159∗ | .150∗ |
| 5. Obsessive Passion | .366∗∗ | -.088 | .359∗∗ | .317∗∗ | – | -.193∗∗ | -.033 | .656∗∗ | .260∗∗ |
| 6. Satisfaction with Life | -.044 | .508∗∗ | -.528∗∗ | -.045 | -.193∗∗ | – | .508∗∗ | -.214∗∗ | -.557∗∗ |
| 7. Vitality | .109 | .445∗∗ | -.399∗∗ | .075 | -.033 | .508∗∗ | – | -.095 | -.491∗∗ |
| 8. Problematic Videogame Play | .287∗∗ | -.135∗ | .286∗∗ | .159∗ | .656∗∗ | -.214∗∗ | -.095 | – | .187∗∗ |
| 9. Psychological Distress | .107 | -.344∗∗ | .605∗∗ | .150∗ | .260∗∗ | -.557∗∗ | -.491∗∗ | .187∗∗ | – |
N = 212. ∗∗ correlation significant at the 0.01 level (2 tailed). ∗ correlation significant at the 0.05 level (2 tailed). NS = Need Satisfaction. NF = Need frustration.
Fig. 1Path analysis model of study one data (prior to COVID-19 pandemic). Standardized beta coefficients are provided with standard error values in parentheses for the significant pathways. All beta coefficients and standard error values for the non-significant pathways are provided in Appendix A (in supplementary material). Pathways significant at p < .05 are shown in black, and non-significant pathways are shown in grey. Fit indices are provided in section 2.2.
Bivariate correlations between all variables in study 2.
| Variable | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|---|---|---|
| 1. In-Game Need Satisfaction | – | .093 | .075 | .496∗∗ | .212∗∗ | .117∗ | .138∗ | .265∗∗ | .012 |
| 2. Important Life Aspect NS | .093 | – | -.635∗∗ | .068 | -.094 | .430∗∗ | .437∗∗ | -.061 | -.398∗∗ |
| 3. Important Life Aspect NF | .075 | -.635∗∗ | – | .030 | .231∗∗ | -.378∗∗ | -.426∗∗ | .261∗∗ | .625∗∗ |
| 4. Harmonious Passion | .469∗∗ | .068 | .030 | – | .097 | .089 | .178∗∗ | .093 | -.091 |
| 5. Obsessive Passion | .212∗∗ | -.094 | .231∗∗ | .097 | – | -.056 | .005 | .629∗∗ | .059 |
| 6. Satisfaction with Life | .117∗ | .430∗∗ | -.378∗∗ | .089 | -.056 | – | .567∗∗ | -.130∗ | -.519∗∗ |
| 7. Vitality | .138∗ | .437∗ | -.426∗∗ | .178∗∗ | .005 | .567∗∗ | – | -.081 | -.496∗∗ |
| 8. Problematic Videogame Play | .265∗∗ | -.061 | .261∗∗ | .093 | .629∗∗ | -.130∗ | -.081 | – | .226∗∗ |
| 9. Psychological Distress | .012 | -.398∗∗ | .625∗∗ | -.091 | .059 | -.519∗∗ | -.496∗∗ | .226∗∗ | – |
N = 329. ∗∗ correlation significant at the 0.01 level (2 tailed). ∗ correlation significant at the 0.05 level (2 tailed). Data here analysed in SPSS version 27.
Fig. 2Path analysis model of study two data (during COVID-19 pandemic). Standardized beta coefficients are provided with standard error values in parentheses for the significant pathways. All beta coefficients and standard error values for the non-significant pathways are provided in Appendix B (in supplementary material). Pathways significant at p < .05 are shown in black, and non-significant pathways are shown in grey. Fit indices are provided in section 2.2.