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Effect of the Frustration of Psychological Needs on Addictive Behaviors in Mobile Videogamers—The Mediating Role of Use Expectancies and Time Spent Gaming

Casual videogames (CVGs), played on smartphones, are becoming increasingly popular, especially among females and adults. Whereas the addictive potential of online (computer) videogames is well-established, there is yet insufficient evidence for Internet gaming disorder (IGD) in mobile gamers and for...

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Autores principales: Chamarro, Andrés, Oberst, Ursula, Cladellas, Ramón, Fuster, Héctor
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7503624/
https://www.ncbi.nlm.nih.gov/pubmed/32899364
http://dx.doi.org/10.3390/ijerph17176429
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author Chamarro, Andrés
Oberst, Ursula
Cladellas, Ramón
Fuster, Héctor
author_facet Chamarro, Andrés
Oberst, Ursula
Cladellas, Ramón
Fuster, Héctor
author_sort Chamarro, Andrés
collection PubMed
description Casual videogames (CVGs), played on smartphones, are becoming increasingly popular, especially among females and adults. Whereas the addictive potential of online (computer) videogames is well-established, there is yet insufficient evidence for Internet gaming disorder (IGD) in mobile gamers and for the mediating role of some mechanisms involved. The aim of this study is to investigate the impact of the frustration of psychological needs on mobile videogamers’ addictive behavior as well as the role of cognitions (game-use expectancies) and behaviors (time spent playing) through a hypothesized serial mediation model, while controlling for important correlates, such as game genre, age, gender and payment during play. A total of 471 mobile game users (211 males) with an average age of 21.73 replied to an online survey containing sociodemographic and game variables, the Need Satisfaction and Frustration Scale (NSFS), the Internet Gaming Disorder Scale-Short Form (IGDS9-SF) and a slightly modified version of the Internet Use Expectancies Scale (IUES). The results corroborate the negative effects of need frustration on IGD among mobile gamers and clarify the role of time spent playing and game-use expectancies in the development of IGD, highlighting the important role of cognitions in this relationship. We conclude that both the time spent playing and game-use expectancies should be important targets for clinical interventions, even though they are not included in the diagnostic criteria.
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spelling pubmed-75036242020-09-27 Effect of the Frustration of Psychological Needs on Addictive Behaviors in Mobile Videogamers—The Mediating Role of Use Expectancies and Time Spent Gaming Chamarro, Andrés Oberst, Ursula Cladellas, Ramón Fuster, Héctor Int J Environ Res Public Health Article Casual videogames (CVGs), played on smartphones, are becoming increasingly popular, especially among females and adults. Whereas the addictive potential of online (computer) videogames is well-established, there is yet insufficient evidence for Internet gaming disorder (IGD) in mobile gamers and for the mediating role of some mechanisms involved. The aim of this study is to investigate the impact of the frustration of psychological needs on mobile videogamers’ addictive behavior as well as the role of cognitions (game-use expectancies) and behaviors (time spent playing) through a hypothesized serial mediation model, while controlling for important correlates, such as game genre, age, gender and payment during play. A total of 471 mobile game users (211 males) with an average age of 21.73 replied to an online survey containing sociodemographic and game variables, the Need Satisfaction and Frustration Scale (NSFS), the Internet Gaming Disorder Scale-Short Form (IGDS9-SF) and a slightly modified version of the Internet Use Expectancies Scale (IUES). The results corroborate the negative effects of need frustration on IGD among mobile gamers and clarify the role of time spent playing and game-use expectancies in the development of IGD, highlighting the important role of cognitions in this relationship. We conclude that both the time spent playing and game-use expectancies should be important targets for clinical interventions, even though they are not included in the diagnostic criteria. MDPI 2020-09-03 2020-09 /pmc/articles/PMC7503624/ /pubmed/32899364 http://dx.doi.org/10.3390/ijerph17176429 Text en © 2020 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
spellingShingle Article
Chamarro, Andrés
Oberst, Ursula
Cladellas, Ramón
Fuster, Héctor
Effect of the Frustration of Psychological Needs on Addictive Behaviors in Mobile Videogamers—The Mediating Role of Use Expectancies and Time Spent Gaming
title Effect of the Frustration of Psychological Needs on Addictive Behaviors in Mobile Videogamers—The Mediating Role of Use Expectancies and Time Spent Gaming
title_full Effect of the Frustration of Psychological Needs on Addictive Behaviors in Mobile Videogamers—The Mediating Role of Use Expectancies and Time Spent Gaming
title_fullStr Effect of the Frustration of Psychological Needs on Addictive Behaviors in Mobile Videogamers—The Mediating Role of Use Expectancies and Time Spent Gaming
title_full_unstemmed Effect of the Frustration of Psychological Needs on Addictive Behaviors in Mobile Videogamers—The Mediating Role of Use Expectancies and Time Spent Gaming
title_short Effect of the Frustration of Psychological Needs on Addictive Behaviors in Mobile Videogamers—The Mediating Role of Use Expectancies and Time Spent Gaming
title_sort effect of the frustration of psychological needs on addictive behaviors in mobile videogamers—the mediating role of use expectancies and time spent gaming
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7503624/
https://www.ncbi.nlm.nih.gov/pubmed/32899364
http://dx.doi.org/10.3390/ijerph17176429
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