| Literature DB >> 35497075 |
Soo Ting T'ng1, Khee Hoong Ho1, Kee Pau2.
Abstract
Playing mobile MOBA games has become a popular leisure activity among Malaysian youth. However, MOBA games are highly addictive and have negative impacts on adult development. Inadequate local studies investigated the risk factors of excessive MOBA gameplay. The present study examined the (1) predictive role of need frustration on Internet gaming disorder (IGD) and (2) mediating effect of gaming motives. A total of 398 mobile MOBA gamers aged 18 to 29 participated in this cross-sectional online survey study. The findings showed that need frustration positively predicted IGD. Social, escape, competition, coping, and skill motives were significant mediators for the association between need frustration and IGD. However, fantasy and recreation motives were not significant mediators. MOBA players who were frustrated while fulfilling their basic needs may succumb to uncontrollable gaming behavior. Therefore, future prevention and intervention programs should cultivate positive mental strength for youth while meeting their basic needs.Entities:
Keywords: Gaming motives; Internet gaming disorder; MOBA; Need frustration; Youth
Year: 2022 PMID: 35497075 PMCID: PMC9037055 DOI: 10.1007/s11469-022-00825-x
Source DB: PubMed Journal: Int J Ment Health Addict ISSN: 1557-1874 Impact factor: 11.555
Correlation matrix between variables
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |
|---|---|---|---|---|---|---|---|---|---|
| 1.Social | - | ||||||||
| 2.Escape | 0.794** | - | |||||||
| 3.Competition | 0.822** | 0.794** | - | ||||||
| 4.Coping | 0.651** | 0.840** | 0.727** | - | |||||
| 5.Skill | 0.715** | 0.772** | 0.662** | 0.733** | - | ||||
| 6.Fantasy | 0.733** | 0.795** | 0.778** | 0.718** | 0.746** | - | |||
| 7.Recreation | 0.716** | 0.664** | 0.743** | 0.552** | 0.647** | 0.688** | - | ||
| 8.Frustration | 0.701** | 0.741** | 0.670** | 0.651** | 0.592** | 0.650** | 0.531** | - | |
| 9.IGD | 0.657** | 0.715** | 0.728** | 0.697** | 0.521** | 0.628** | 0.560** | 0.655** | - |
**Significant at 0.01 level.
Demographic characteristics of participants
| Frequency | Percentage % | |
|---|---|---|
| Sex | ||
| Male | 207 | 62.9 |
| Female | 122 | 37.1 |
| Highest education level | ||
| Pre-U/foundation studies | 41 | 12.5 |
| Bachelor’s degree | 283 | 86.0 |
| Master’s degree/PhD | 3 | 0.9 |
| Others | 2 | 0.6 |
| Racial groups | ||
| Malay | 84 | 25.5 |
| Chinese | 136 | 41.3 |
| Indian | 107 | 32.5 |
| Others | 2 | 0.6 |
| How long have you been playing mobile MOBA games? | ||
| 1 to 2 year(s) | 100 | 30.4 |
| 3 to 4 years | 134 | 40.7 |
| 5 to 6 years | 58 | 17.6 |
| More than 6 years | 37 | 11.2 |
| How frequently do you play mobile MOBA games in general? | ||
| Less than once a month | 10 | 3.0 |
| Once a month | 5 | 1.5 |
| More than once a month | 18 | 5.5 |
| Once a week | 11 | 3.3 |
| More than once a week | 67 | 20.4 |
| Everyday | 218 | 66.3 |
| What is your average time spent on mobile MOBA games per day? | ||
| ≤ 1 h | 57 | 17.3 |
| > 1 and ≤ 3 h | 199 | 60.5 |
| > 3 and ≤ 5 h | 61 | 18.5 |
| > 5 h | 12 | 3.6 |
| How frequently do you have in-app purchases in a month? | ||
| None | 122 | 37.1 |
| 1 to 5 | 127 | 38.6 |
| 6 to 10 | 50 | 15.2 |
| 11 to 15 | 15 | 4.6 |
| 16 to 20 | 8 | 2.4 |
| Above 20 | 7 | 2.1 |
Composite reliabilities and average variance extracted
| Composite reliability | Average variance extracted | |
|---|---|---|
| Social | 0.923 | 0.751 |
| Escape | 0.942 | 0.801 |
| Competition | 0.914 | 0.727 |
| Coping | 0.911 | 0.719 |
| Skill | 0.938 | 0.792 |
| Fantasy | 0.895 | 0.680 |
| Recreation | 0.892 | 0.733 |
| Frustration | 0.932 | 0.547 |
| IGD | 0.906 | 0.549 |
Fig. 1The structural model. Note: The p value is in parentheses, and next to it is the standardized path coefficient. A positive path coefficient shows a positive predictive effect on the outcome variable, vice versa. The dashed line reflects a non-significant path, whereas the solid line reflects a significant path
The results of mediating effects
| Paths | Std beta | BCI LL | BCI UL | ||
|---|---|---|---|---|---|
| NF Social IGD | 0.076 | 1.712 | 0.043 | 0.005 | 0.153 |
| NF Escape IGD | 0.168 | 2.631 | 0.004 | 0.062 | 0.271 |
| NF Competition IGD | 0.187 | 3.740 | 0.000 | 0.105 | 0.269 |
| NF Coping IGD | 0.185 | 4.361 | 0.000 | 0.116 | 0.254 |
| NF Skill IGD | − 0.132 | 3.444 | 0.000 | − 0.195 | − 0.069 |
| NF Fantasy IGD | 0.020 | 0.413 | 0.340 | − 0.097 | 0.060 |
| NF Recreation IGD | 0.036 | 1.304 | 0.096 | − 0.006 | 0.085 |
F need frustration; IGD Internet gaming disorder; BCI LL biased corrected confidence interval (lower level); BCI UL biased corrected confidence interval (upper level).
Fig. 2The distributions of prediction error of the endogenous construct—IGD
The comparison between RMSE of PLS and LM in PLSpredict analysis
| Indicator | PLS-RMSE | LM-RMSE | PLS-LM RMSE |
|---|---|---|---|
| IGD1 | 0.912 | 0.905 | 0.007 |
| IGD3 | 0.945 | 0.941 | 0.004 |
| IGD6 | 1.083 | 1.083 | 0.000 |
| IGD7 | 1.112 | 1.073 | 0.039 |
| IGD8 | 0.998 | 0.981 | 0.017 |
| IGD9 | 1.061 | 1.026 | 0.035 |
3 indicators (formatted in boldface) show PLS RMSE smaller than LM RMSE.