The Nexus of Video Gaming Experiences: The Associations Among Basic Needs in Games, Real-Life Basic Needs, Well-Being Indicators, and Problematic Online Gaming DOI Creative Commons
Mustafa Subaşı, E. Gürkan, Hakan Karaman

и другие.

Research Square (Research Square), Год журнала: 2024, Номер unknown

Опубликована: Дек. 9, 2024

Abstract Recent research highlights the vital roles of basic needs in video gaming experiences. Both need-supportive and need-frustrating experiences have theoretical practical implications for real-life need satisfaction frustration, well-being outcomes. This study aimed to adapt Basic Needs Games Scale (BANGS) into Turkish, tested psychometric properties “gaming general” a particular game” versions Turkish BANGS, investigated associations among problematic online gaming, life satisfaction, meaning (i.e., coherence, purpose, significance), psychological needs. recruited sample 247 Turkish-speaking participants who played at least game over past two weeks. The results provided evidence structural validity BANGS versions, demonstrated good reliability subscales. findings indicated that indicators frustration games were primarily associated with their counterparts, showed complex life, gaming. further on are discussed.

Язык: Английский

Advancing Self-Determination Theory With Computational Intrinsic Motivation: The Case of Competence DOI Open Access
Erik Matias Lintunen, Nadia M. Ady, Christian Guckelsberger

и другие.

Опубликована: Май 13, 2024

Computational models are powerful tools to formalise psychological theories, render them severely testable, and embed into digital applications. Yet they have seen little uptake in Self-Determination Theory (SDT). Here we demonstrate how SDT's conception of competence optimal challenge can benefit from computational modelling informed by AI research on intrinsic motivation (IM). We surface underspecification present verbal definitions, challenging the construct validity common operationalisations impeding implementations. identify four separate facets match distinct IM formalisms. These leverage formal accounts novelty, diversity, or progress drive skill acquisition, yielding challenge-seeking behaviour other dynamics postulated SDT. argue that these specifically more widely highlight inconsistencies within, concretise articulations. gently introduce researchers IM, complement model intuition with detail, provide practical pointers for their use application.

Язык: Английский

Процитировано

1

How do video games affect mental health? A narrative review of 13 proposed mechanisms DOI Open Access
Nick Ballou, Thomas Hakman, Matti Vuorre

и другие.

Опубликована: Май 30, 2024

Researchers have proposed a variety of mechanisms through which playing video games might affect mental health: by displacing more psychosocially beneficial activities, satisfying or frustrating basic psychological needs, relieving stress, and many more. However, these are rarely enumerated, underlying causal structures made explicit. Here, we overview 13 effects gaming on health. For each, attempt to draw out (often implicit) counterfactuals—that is, what concrete aspect should be changed in hypothetical alternative universe produce the effect interest—and illustrate with example directed acyclic graphs (DAGs). In doing so, hope provide bird’s eye view field encourage focused collaborative efforts propose, falsify, iterate (causal) theories. Only so can realize its potential inform clinical interventions, regulation, game design, behavior players parents.

Язык: Английский

Процитировано

1

The Basic Needs in Games Model of Video Game Play and Mental Health DOI Creative Commons
Nick Ballou, Sebastian Deterding

Interacting with Computers, Год журнала: 2024, Номер unknown

Опубликована: Авг. 20, 2024

Abstract Existing theories of how game use relates to mental health have important limitations: few account for both quantity and quality use, differentiate components (hedonic wellbeing, eudaimonic wellbeing illbeing), provide an explanation positive negative outcomes or readily explain the well-evidenced absence playtime effects on health. Many also lack specificity be falsifiable. In response, we present Basic Needs in Games (BANG) model. Grounded self-determination theory, BANG proposes that are large part mediated by motivational play extent which lead need satisfaction frustration. We show addresses limitations current aligns with emerging evidence etiologies disordered play. Thus, advances HCI theory impact games other interactive technologies

Язык: Английский

Процитировано

1

The Basic Needs in Games (BANG) Model of Video Game Play and Mental Health DOI Open Access
Nick Ballou, Sebastian Deterding

Опубликована: Дек. 8, 2023

Existing theories of how game use relates to mental health have important limitations: few account for both quantity and quality use, differentiate components (hedonic wellbe- ing, eudaimonic wellbeing, illbeing), provide an explanation positive negative outcomes, or readily explain the well-evidenced absence playtime effects on health. Many also lack specificity be falsifiable. In response, we present Basic Needs in Games (BANG) model. Grounded self- determination theory, BANG proposes that outcomes are large part mediated by motivational play extent which lead need satisfaction frustration. We show addresses limitations current aligns with emerging evidence etiologies disordered play. Thus, advances HCI theory impact games other interactive technologies

Язык: Английский

Процитировано

3

(Anti)Social Challenge: Emotionally Challenging Interaction Dynamics in Multiplayer Experiences DOI
Marjorie Ann M. Cuerdo, Derusha Baskaran, Tsung-Han Yang

и другие.

2021 IEEE Conference on Games (CoG), Год журнала: 2024, Номер unknown, С. 1 - 8

Опубликована: Авг. 5, 2024

Язык: Английский

Процитировано

0

The Nexus of Video Gaming Experiences: The Associations Among Basic Needs in Games, Real-Life Basic Needs, Well-Being Indicators, and Problematic Online Gaming DOI Creative Commons
Mustafa Subaşı, E. Gürkan, Hakan Karaman

и другие.

Research Square (Research Square), Год журнала: 2024, Номер unknown

Опубликована: Дек. 9, 2024

Abstract Recent research highlights the vital roles of basic needs in video gaming experiences. Both need-supportive and need-frustrating experiences have theoretical practical implications for real-life need satisfaction frustration, well-being outcomes. This study aimed to adapt Basic Needs Games Scale (BANGS) into Turkish, tested psychometric properties “gaming general” a particular game” versions Turkish BANGS, investigated associations among problematic online gaming, life satisfaction, meaning (i.e., coherence, purpose, significance), psychological needs. recruited sample 247 Turkish-speaking participants who played at least game over past two weeks. The results provided evidence structural validity BANGS versions, demonstrated good reliability subscales. findings indicated that indicators frustration games were primarily associated with their counterparts, showed complex life, gaming. further on are discussed.

Язык: Английский

Процитировано

0