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Need satisfaction, passion and wellbeing effects of videogame play prior to and during the COVID-19 pandemic
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...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Elsevier Ltd.
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8829687/ https://www.ncbi.nlm.nih.gov/pubmed/35165496 http://dx.doi.org/10.1016/j.chb.2022.107232 |
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author | Formosa, Jessica Johnson, Daniel Türkay, Selen Mandryk, Regan L. |
author_facet | Formosa, Jessica Johnson, Daniel Türkay, Selen Mandryk, Regan L. |
author_sort | Formosa, Jessica |
collection | PubMed |
description | 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. |
format | Online Article Text |
id | pubmed-8829687 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Elsevier Ltd. |
record_format | MEDLINE/PubMed |
spelling | pubmed-88296872022-02-10 Need satisfaction, passion and wellbeing effects of videogame play prior to and during the COVID-19 pandemic Formosa, Jessica Johnson, Daniel Türkay, Selen Mandryk, Regan L. Comput Human Behav Article 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. Elsevier Ltd. 2022-06 2022-02-10 /pmc/articles/PMC8829687/ /pubmed/35165496 http://dx.doi.org/10.1016/j.chb.2022.107232 Text en © 2022 Elsevier Ltd. All rights reserved. Since January 2020 Elsevier has created a COVID-19 resource centre with free information in English and Mandarin on the novel coronavirus COVID-19. The COVID-19 resource centre is hosted on Elsevier Connect, the company's public news and information website. Elsevier hereby grants permission to make all its COVID-19-related research that is available on the COVID-19 resource centre - including this research content - immediately available in PubMed Central and other publicly funded repositories, such as the WHO COVID database with rights for unrestricted research re-use and analyses in any form or by any means with acknowledgement of the original source. These permissions are granted for free by Elsevier for as long as the COVID-19 resource centre remains active. |
spellingShingle | Article Formosa, Jessica Johnson, Daniel Türkay, Selen Mandryk, Regan L. Need satisfaction, passion and wellbeing effects of videogame play prior to and during the COVID-19 pandemic |
title | Need satisfaction, passion and wellbeing effects of videogame play prior to and during the COVID-19 pandemic |
title_full | Need satisfaction, passion and wellbeing effects of videogame play prior to and during the COVID-19 pandemic |
title_fullStr | Need satisfaction, passion and wellbeing effects of videogame play prior to and during the COVID-19 pandemic |
title_full_unstemmed | Need satisfaction, passion and wellbeing effects of videogame play prior to and during the COVID-19 pandemic |
title_short | Need satisfaction, passion and wellbeing effects of videogame play prior to and during the COVID-19 pandemic |
title_sort | need satisfaction, passion and wellbeing effects of videogame play prior to and during the covid-19 pandemic |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8829687/ https://www.ncbi.nlm.nih.gov/pubmed/35165496 http://dx.doi.org/10.1016/j.chb.2022.107232 |
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