{"title":"是什么让电子游戏富有成效或令人上瘾?自主动机与需求挫折对青少年电子游戏行为的差异影响","authors":"Hoon S. Choi , Eui Jun Jeong , Dan J. Kim","doi":"10.1016/j.im.2025.104186","DOIUrl":null,"url":null,"abstract":"<div><div>This study aims to clarify an ongoing controversy among stakeholders in the video game domain by examining the differential effect of self-determined motivation and need frustration on adaptive game use and game addiction. The findings reveal that the factors related to self-determined motivation are more closely linked to adaptive game use. Conversely, those about need frustration are more tightly associated with game addiction. The results suggest that adolescents’ game addiction mainly stems from need frustration arising from an unsatisfactory reality. Academic stress emerges as the primary driver of the transition from adaptive game use to game addiction.</div></div>","PeriodicalId":56291,"journal":{"name":"Information & Management","volume":"62 7","pages":"Article 104186"},"PeriodicalIF":8.2000,"publicationDate":"2025-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"What makes video gaming productive or addictive? Differential effect of self-determined motivation and need frustration on adolescents’ video gaming\",\"authors\":\"Hoon S. Choi , Eui Jun Jeong , Dan J. Kim\",\"doi\":\"10.1016/j.im.2025.104186\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><div>This study aims to clarify an ongoing controversy among stakeholders in the video game domain by examining the differential effect of self-determined motivation and need frustration on adaptive game use and game addiction. The findings reveal that the factors related to self-determined motivation are more closely linked to adaptive game use. Conversely, those about need frustration are more tightly associated with game addiction. The results suggest that adolescents’ game addiction mainly stems from need frustration arising from an unsatisfactory reality. Academic stress emerges as the primary driver of the transition from adaptive game use to game addiction.</div></div>\",\"PeriodicalId\":56291,\"journal\":{\"name\":\"Information & Management\",\"volume\":\"62 7\",\"pages\":\"Article 104186\"},\"PeriodicalIF\":8.2000,\"publicationDate\":\"2025-05-28\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Information & Management\",\"FirstCategoryId\":\"91\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S0378720625000898\",\"RegionNum\":2,\"RegionCategory\":\"管理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"COMPUTER SCIENCE, INFORMATION SYSTEMS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Information & Management","FirstCategoryId":"91","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0378720625000898","RegionNum":2,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMPUTER SCIENCE, INFORMATION SYSTEMS","Score":null,"Total":0}
What makes video gaming productive or addictive? Differential effect of self-determined motivation and need frustration on adolescents’ video gaming
This study aims to clarify an ongoing controversy among stakeholders in the video game domain by examining the differential effect of self-determined motivation and need frustration on adaptive game use and game addiction. The findings reveal that the factors related to self-determined motivation are more closely linked to adaptive game use. Conversely, those about need frustration are more tightly associated with game addiction. The results suggest that adolescents’ game addiction mainly stems from need frustration arising from an unsatisfactory reality. Academic stress emerges as the primary driver of the transition from adaptive game use to game addiction.
期刊介绍:
Information & Management is a publication that caters to researchers in the field of information systems as well as managers, professionals, administrators, and senior executives involved in designing, implementing, and managing Information Systems Applications.