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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

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  • Andrés Chamarro

    (Department of Basic, Developmental and Educational Psychology, Autonomous University of Barcelona, 08193 Bellaterra, Spain
    Serra Hunter Programme, Generalitat de Catalunya, 08003 Barcelona, Spain)

  • Ursula Oberst

    (Department of Psychology, Blanquerna School of Psychology, Education and Sport Sciences, Ramon Llull University, 08022 Barcelona, Spain)

  • Ramón Cladellas

    (Department of Basic, Developmental and Educational Psychology, Autonomous University of Barcelona, 08193 Bellaterra, Spain)

  • Héctor Fuster

    (School of New Interactive Technologies, University of Barcelona, 08007 Barcelona, Spain)

Abstract

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.

Suggested Citation

  • Andrés Chamarro & Ursula Oberst & Ramón Cladellas & Héctor Fuster, 2020. "Effect of the Frustration of Psychological Needs on Addictive Behaviors in Mobile Videogamers—The Mediating Role of Use Expectancies and Time Spent Gaming," IJERPH, MDPI, vol. 17(17), pages 1-16, September.
  • Handle: RePEc:gam:jijerp:v:17:y:2020:i:17:p:6429-:d:408531
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    References listed on IDEAS

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    1. Marta Beranuy & Juan M. Machimbarrena & M. Asunción Vega-Osés & Xavier Carbonell & Mark D. Griffiths & Halley M. Pontes & Joaquín González-Cabrera, 2020. "Spanish Validation of the Internet Gaming Disorder Scale–Short Form (IGDS9-SF): Prevalence and Relationship with Online Gambling and Quality of Life," IJERPH, MDPI, vol. 17(5), pages 1-15, February.
    2. Soo-Hyun Paik & Hyun Cho & Ji-Won Chun & Jo-Eun Jeong & Dai-Jin Kim, 2017. "Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns," IJERPH, MDPI, vol. 14(12), pages 1-14, December.
    3. Ylenio Longo & Alexander Gunz & Guy Curtis & Tom Farsides, 2016. "Measuring Need Satisfaction and Frustration in Educational and Work Contexts: The Need Satisfaction and Frustration Scale (NSFS)," Journal of Happiness Studies, Springer, vol. 17(1), pages 295-317, February.
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