Two sides of the same coin: The differentiating role of need satisfaction and frustration in passion for screen‐based activities
Open accessAbstract
Rooted in Self‐Determination Theory, the present research sought to investigate whether the “bright” and “dark” side of human functioning (need satisfaction and need frustration, respectively) would, as determinants, differentially predict harmonious passion ( HP ) and obsessive passion ( OP ) for screen‐based activities such as Facebook use, TV series watching, online gaming, and smartphone gaming. For this purpose, four cross‐sectional studies were carried out ( N total = 1,065). Results showed that, across all activities, need satisfaction was negatively related to OP , but not HP . A similar pattern emerged with need frustration: It was positively related to OP , but not HP . Moreover, even after controlling for the self‐reported amount of time spent on the activities, HP predicted adaptive, activity‐specific outcomes, whereas OP predicted maladaptive ones. These findings suggest that general need satisfaction may be a protective factor against the compensatory function of OP , but need frustration may be a potential risk factor of OP and both should be taken into account in the case of passion for screen‐based activities.
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
Gaming is an activity that can fulfil basic psychological needs such as relatedness, autonomy and competence, especially for players able to successfully integrate their gaming activities with other important life domains.
“Research has shown that gaming is an activity that can fulfil basic psychological needs such as relatedness, autonomy and competence 133 , especially for players able to successfully integrate their gaming activities with other important life domains 134-136 .”
From Emerging experience with selected new categories in the <scp>ICD</scp>‐11: complex <scp>PTSD</scp>, prolonged grief disorder, gaming disorder, and compulsive sexual behaviour disorder (2022) · cites this paper as [136]
The ‘On the Dualistic Model of Passion’ section describes harmonious engagement as remaining in balance with other aspects of life, supporting the integration part of the clause cited to this paper. But the ‘Need Satisfaction and Need Frustration as Predictors of Passion’ section reports mostly nonsignificant associations between need satisfaction and harmonious passion; it does not establish that gaming fulfils psychological needs especially for players who integrate it with other life domains. The preceding list of needs carries a separate citation in the citing sentence. (LLM, conf=0.82)
Experimental — accuracy not yet measured
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
The citation lists haven’t been fetched yet
References 83 · Cited by 84
Research works printed but not linked: 2
- Marsh, H. W., Hau, K.-T., & Grayson, D. (2005). Goodness of fit evaluation in structural equation modeling. In A. Maydeu-Olivares & J. McArdle (Eds.), Contemporary psy- chometrics: A festschrift for Roderick P. McDonald (pp. 275- 340). Mahwah, NJ: Erlbaum.
- Muth en, L.K., & Muth en, B.O. (1998-2015). Mplus user's guide (7th ed.) Los Angeles, CA: Muth en & Muth en.
- Authors
- Tóth‐Király, I., Bőthe, B., Márki, A. N., Rigó, A., & Orosz, G.
- Affiliations
- Eötvös Loránd University (HU)
- Corresponding author
- Tóth‐Király, István
- Venue
- European Journal of Social Psychology
- Publisher
- Wiley
- Published
- 2019-05-14
- Volume
- 49
- Issue
- 6
- Pages
- 1190-1205
- ISSN
- 0046-2772 (ISSN-L)
- 1099-0992
- OpenAlex
- W2928784904
- Cited by
- 84
- References
- 83
- Citations by year
- 2026: 3 · 2025: 7 · 2024: 11 · 2023: 11 · 2022: 16 · 2021: 15 · 2020: 15 · 2019: 5 · 2012: 1
- FWCI
- 16.01
- Type
- journal article
- Language
- en
- Open access
- hybrid
- doi.org
- Licence
- Locations
- European Journal of Social Psychology (publishedVersion, cc-by-nc-nd)
- ELTE Digital Institutional Repository (EDIT) (Eötvös Loránd University) (submittedVersion, other-oa)
- Funders
- Emberi Eroforrások Minisztériuma (ÚNKP‐16‐3 New National Excellence Program)
- Topics
- Social Sciences › Psychology › Social Psychology › Motivation and Self-Concept in Sports
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Social Sciences › Psychology › Social Psychology › Grit, Self-Efficacy, and Motivation
- Keywords
- need satisfaction, need frustration, self-determination theory, harmonious passion, obsessive passion, screen-based activities, Facebook use, online games, smartphone gaming
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review