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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...

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Autores principales: Formosa, Jessica, Johnson, Daniel, Türkay, Selen, Mandryk, Regan L.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Elsevier Ltd. 2022
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.
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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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