Understanding the motivations and lived experiences of gamers with a high consumption of games

IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL
Per Kristian Linnemann, Marc Breinberg, Cem Ergin, Jonas Nielsen, Rune Kristian Lundedal Nielsen
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Abstract

This study explores the experiences of seven individuals who self-reportedly have a problematic relationship with gaming. The experiences were examined through a phenomenological approach and understood through the lens of Self-Determination Theory (SDT) with the aim of understanding the participants' contexts and motivations. We collected data through Semi-structured interviews that were then transcribed and analyzed using the Interpretative Phenomenological Analysis (IPA) method in order to find significant observations and reflections from the material. The results showed that individuals who did not have a balance between the components of intrinsic motivation; autonomy, competence, and relatedness suffered some form of distress. In some cases, it was found that having a high consumption of games did not equate to having a problematic relationship with gaming. Furthermore, it was found that gaming could be used as a way to fulfill psychological needs not being fulfilled otherwise. Our findings suggest that awareness of one's own motivations may be a step towards establishing and maintaining a healthy relationship to gaming.
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来源期刊
CiteScore
19.10
自引率
4.00%
发文量
381
审稿时长
40 days
期刊介绍: Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.
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