Having to versus Wanting to Play: Background and Consequences of Harmonious versus Obsessive Engagement in Video Games
Abstract
The present research examined the background and consequences of different styles of engagement in video game play. Based on self-determination theory(1) and the dualistic model of passion,(2) the authors hypothesized that high levels of basic psychological need satisfaction would foster harmonious passion for video play, supporting the subjective sense that play is something one wants to do. It was also predicted that low levels of need satisfaction would promote obsessive passion for games and contribute to the feeling that game play is something one feels compelled to or has to do. It was expected, in turn, that passion for play would directly influence player outcomes closely tied to games, moderate links between play and well-being, and relate to overall levels of well-being as a function of basic need satisfaction. As expected, results showed that low levels of basic need satisfaction were associated with more obsessive passion, higher amounts of play, greater tension following play, and low game enjoyment, whereas high levels of need satisfaction did not predict hours of play but were associated with more harmonious passion, game enjoyment, and energy following play. Moderation analyses showed that high amounts of play related negatively to well-being only to the extent that players reported an obsessive passion and that the unique relations between passion and overall levels of player well-being were quite small once controlling for their basic need satisfaction in daily life. Discussion of the current findings focuses on their significance for understanding disordered play and the value of applying a theory-based approach to study motivation for virtual contexts.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
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 .”
Cites
The satisfaction with life scale
Diener, E., Emmons, R. A., Larsen, R. J., & Griffin, S. (1985) · Journal of Personality Assessment · doi:10.1207/s15327752jpa4901_13 · Cited by 31,768 · see citing works
Ryan, R. M., & Deci, E. L. (2000) · American Psychologist · doi:10.1037//0003-066x.55.1.68 · Cited by 27,815 · see citing works
Self-citationIntrinsic Motivation and Self-Determination in Human Behavior
Miller, K. A. J., Deci, E. L., & Ryan, R. M. (1988) · Contemporary Sociology A Journal of Reviews · doi:10.2307/2070638 · Cited by 15,403 · see citing works
Self-citationThe motivational pull of video games: a self-determination theory approach
Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006) · Motivation and Emotion · doi:10.1007/s11031-006-9051-8 · Cited by 3,332 · see citing works
Self-citationThe rand 36‐item health survey 1.0
Hays, R. D., Sherbourne, C. D., & Mazel, R. M. (1993) · Health Economics · doi:10.1002/hec.4730020305 · Cited by 2,893 · see citing works
McAuley, E., Duncan, T., & Tammen, V. V. (1989) · Research Quarterly for Exercise and Sport · doi:10.1080/02701367.1989.10607413 · Cited by 2,694 · see citing works
Facilitating Internalization: The Self‐Determination Theory Perspective
Deci, E. L., Eghrari, H., Patrick, B. C., & Leone, D. R. (1994) · Journal of Personality · doi:10.1111/j.1467-6494.1994.tb00797.x · Cited by 2,627 · see citing works
Psychological Needs and the Facilitation of Integrative Processes
Ryan, R. M. (1995) · Journal of Personality · doi:10.1111/j.1467-6494.1995.tb00501.x · Cited by 2,245 · see citing works
Self-citationLa Guardia, J. G., Ryan, R. M., Couchman, C. E., & Deci, E. L. (2000) · Journal of Personality and Social Psychology · doi:10.1037/0022-3514.79.3.367 · Cited by 1,571 · cited 2× · see citing works
“We assessed individual differences in basic psychological need satisfaction using the nine-item trait Need Satisfaction Scale.(18) Items assessed autonomy (e.”
Self-citationThe European Health Psychologist
Todorova, I. L. G., Araújo‐Soares, V., & Sniehotta, F. F. (2005) · European Health Psychologist · Cited by 777 · see citing works
Excessive Computer Game Playing: Evidence for Addiction and Aggression?
Grüsser, S. M., Thalemann, R., & Griffiths, M. D. (2007) · CyberPsychology & Behavior · doi:10.1089/cpb.2006.9956 · Cited by 616 · see citing works
On the psychology of passion: In search of what makes people's lives most worth living.
Vallerand, R. J. (2008) · Canadian Psychology / Psychologie canadienne · doi:10.1037/0708-5591.49.1.1 · Cited by 514 · see citing works
(1995) · Cited by 438 · see citing works
Self-citationActivation-Deactivation Adjective Check List: Current Overview and Structural Analysis
Thayer, R. E. (1986) · Psychological Reports · doi:10.2466/pr0.1986.58.2.607 · Cited by 427 · see citing works
The integrating self and conscious experience
Hodgins, H. S., & Knee, C. R. (2002) · Cited by 406 · see citing works
The Motivating Role of Violence in Video Games
Przybylski, A. K., Ryan, R. M., & Rigby, C. S. (2009) · Personality and Social Psychology Bulletin · doi:10.1177/0146167208327216 · Cited by 241 · see citing works
Self-citationHome video game playing in schoolchildren: a study of incidence and patterns of play
Phillips, C. A., Rolls, S., Rouse, A., & Griffiths, M. D. (1995) · Journal of Adolescence · doi:10.1006/jado.1995.1049 · Cited by 231 · see citing works
When Passion Leads to Problematic Outcomes: A Look at Gambling
Ratelle, C. F., Vallerand, R. J., Mageau, G. A., Rousseau, F. L., & Provencher, P. J. (2004) · Journal of Gambling Studies · doi:10.1023/b:jogs.0000022304.96042.e6 · Cited by 213 · see citing works
Levesque, C. S., Lalibertea, M. L. N., Pelletier, L. G., Blanchard, C., & Vallerand, R. J. (2003) · Journal of Applied Social Psychology · doi:10.1111/j.1559-1816.2003.tb02079.x · Cited by 195 · see citing works
Passion and Gambling: On the Validation of the Gambling Passion Scale (GPS)
Rousseau, F. L., Vallerand, R. J., Ratelle, C. F., Mageau, G. A., & Provencher, P. J. (2002) · Journal of Gambling Studies · doi:10.1023/a:1014532229487 · Cited by 177 · see citing works
On The Costs and Benefits of Gaming: The Role of Passion
Lafrenière, M. K., Vallerand, R. J., Donahue, E. G., & Lavigne, G. L. (2009) · CyberPsychology & Behavior · doi:10.1089/cpb.2008.0234 · Cited by 175 · see citing works
Passion and Intrinsic Motivation in Digital Gaming
Wang, J., Khoo, A., Liu, W. C., & Divaharan, S. (2008) · CyberPsychology & Behavior · doi:10.1089/cpb.2007.0004 · Cited by 156 · see citing works
Miquelon, P., & Vallerand, R. J. (2006) · Motivation and Emotion · doi:10.1007/s11031-006-9043-8 · Cited by 103 · see citing works
(2008) · Research Bank (Australian Catholic University)
Self-citation
Flagged first, then by citations
Cited by
Sorted by citations
Motivational, emotional, and behavioral correlates of fear of missing out
Przybylski, A. K., Murayama, K., DeHaan, C. R., & Gladwell, V. (2013) · Computers in Human Behavior · doi:10.1016/j.chb.2013.02.014 · Cited by 3,932 · see citing works
Self-citationSailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2016.12.033 · Cited by 2,064 · see citing works
A Motivational Model of Video Game Engagement
Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010) · Review of General Psychology · doi:10.1037/a0019440 · Cited by 1,422 · see citing works
Self-citationEngagement in digital entertainment games: A systematic review
Boyle, E. A., Connolly, T. M., Hainey, T., & Boyle, J. M. E. (2011) · Computers in Human Behavior · doi:10.1016/j.chb.2011.11.020 · Cited by 637 · see citing works
Curran, T., Hill, A. P., Appleton, P. R., Vallerand, R. J., & Standage, M. (2015) · Motivation and Emotion · doi:10.1007/s11031-015-9503-0 · Cited by 499 · see citing works
Video game play is positively correlated with well-being
Johannes, N., Vuorre, M., & Przybylski, A. K. (2021) · Royal Society Open Science · doi:10.1098/rsos.202049 · Cited by 330 · see citing works
Self-citationFerguson, C. J., & Kilburn, J. (2010) · Psychological Bulletin · doi:10.1037/a0018566 · Cited by 311 · see citing works
Gamification and the impact of extrinsic motivation on needs satisfaction: Making work fun?
Mitchell, R., Schuster, L., & Jin, H. S. (2018) · Journal of Business Research · doi:10.1016/j.jbusres.2018.11.022 · Cited by 317 · see citing works
Gaming well: links between videogames and flourishing mental health
Jones, C., Scholes, L., Johnson, D., Katsikitis, M., & Carras, M. (2014) · Frontiers in Psychology · doi:10.3389/fpsyg.2014.00260 · Cited by 295 · see citing works
Liang, L., Zhou, D., Yuan, C., Shao, A., & Bian, Y. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2016.04.043 · Cited by 256 · see citing works
Masur, P. K., Reinecke, L., Ziegele, M., & Quiring, O. (2014) · Computers in Human Behavior · doi:10.1016/j.chb.2014.05.047 · Cited by 238 · see citing works
Billieux, J., Flayelle, M., Rumpf, H.-J., & Stein, D. J. (2019) · Current Addiction Reports · doi:10.1007/s40429-019-00259-x · Cited by 242 · see citing works
Huang, Y., Backman, S. J., Backman, K. F., McGuire, F. A., & Moore, D. D. (2018) · Education and Information Technologies · doi:10.1007/s10639-018-9784-5 · Cited by 232 · see citing works
Friends, fun, frustration and fantasy: Child motivations for video game play
Ferguson, C. J., & Olson, C. K. (2012) · Motivation and Emotion · doi:10.1007/s11031-012-9284-7 · Cited by 216 · see citing works
Reed, G. M., First, M. B., Billieux, J., Cloitre, M., Briken, P., Achab, S., Brewin, C. R., King, D. L., Kraus, S. W., & Bryant, R. A. (2022) · World Psychiatry · doi:10.1002/wps.20960 · Cited by 182 · see citing works
Allen, J. J., & Anderson, C. A. (2018) · Computers in Human Behavior · doi:10.1016/j.chb.2018.02.034 · Cited by 210 · see citing works
King, D. L., Delfabbro, P., Zwaans, T., & Kaptsis, D. (2013) · Australian & New Zealand Journal of Psychiatry · doi:10.1177/0004867413491159 · Cited by 173 · see citing works
Chen, K., Chang, C.-W., & Wang, C.-H. (2018) · International Journal of Hospitality Management · doi:10.1016/j.ijhm.2018.05.006 · Cited by 165 · see citing works
The Ubiquity of the Screen: An Overview of the Risks and Benefits of Screen Time in Our Modern World
LeBlanc, A. G., Gunnell, K. E., Prince, S. A., Saunders, T. J., Barnes, J. D., & Chaput, J. (2017) · Translational Journal of the American College of Sports Medicine · doi:10.1249/tjx.0000000000000039 · Cited by 160 · see citing works
Passion and Intrinsic Motivation in Digital Gaming
Wang, J., Khoo, A., Liu, W. C., & Divaharan, S. (2008) · CyberPsychology & Behavior · doi:10.1089/cpb.2007.0004 · Cited by 156 · see citing works
Supporting Human Autonomy in AI Systems: A Framework for Ethical Enquiry
Calvo, R. A., Peters, D., Vold, K., & Ryan, R. M. (2020) · Philosophical studies series · doi:10.1007/978-3-030-50585-1_2 · Cited by 157 · see citing works
Self-citationBirkeland, I. K., & Buch, R. (2014) · Motivation and Emotion · doi:10.1007/s11031-014-9462-x · Cited by 136 · see citing works
Passion and habitual entrepreneurship
Thorgren, S., & Wincent, J. (2013) · International Small Business Journal Researching Entrepreneurship · doi:10.1177/0266242613487085 · Cited by 134 · see citing works
Shen, C.-X., Liu, R.-D., & Wang, D. (2013) · Computers in Human Behavior · doi:10.1016/j.chb.2012.08.004 · Cited by 148 · see citing works
Reer, F., Wehden, L.-O., Janzik, R., Tang, W. Y., & Quandt, T. (2022) · Computers in Human Behavior · doi:10.1016/j.chb.2022.107242 · Cited by 128 · see citing works
Which psychological factors influence Internet addiction? Evidence through an integrative model
Burnay, J., Billieux, J., Blairy, S., & Larøi, F. (2014) · Computers in Human Behavior · doi:10.1016/j.chb.2014.10.039 · Cited by 118 · see citing works
Deleuze, J., Long, J., Liu, T., Maurage, P., & Billieux, J. (2018) · Addictive Behaviors · doi:10.1016/j.addbeh.2018.02.031 · Cited by 110 · see citing works
Johnson, D. M., Nacke, L. E., & Wyeth, P. A. (2015) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/2702123.2702447 · Cited by 110 · see citing works
Gaming-contingent self-worth, gaming motivation, and Internet Gaming Disorder
Beard, C. L., & Wickham, R. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2016.03.046 · Cited by 110 · see citing works
Denden, M., Tlili, A., Essalmi, F., Jemni, M., Chen, N., & Burgos, D. (2021) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2021.102674 · Cited by 112 · see citing works
Verner‐Filion, J., Vallerand, R. J., Amiot, C. E., & Mocanu, I. (2017) · Psychology of sport and exercise · doi:10.1016/j.psychsport.2017.01.009 · Cited by 106 · see citing works
How Passion for Playing World of Warcraft Predicts In-Game Social Capital, Loneliness, and Wellbeing
Mandryk, R. L., Frommel, J., Armstrong, A., & Johnson, D. M. (2020) · Frontiers in Psychology · doi:10.3389/fpsyg.2020.02165 · Cited by 110 · see citing works
Social media network behavior: A study of user passion and affect
Wakefield, R. L., & Wakefield, K. L. (2016) · The Journal of Strategic Information Systems · doi:10.1016/j.jsis.2016.04.001 · Cited by 105 · see citing works
Bushman, B. J., Rothstein, H. R., & Anderson, C. A. (2010) · Psychological Bulletin · doi:10.1037/a0018718 · Cited by 104 · see citing works
De Grove, F., Cauberghe, V., & Van Looy, J. (2016) · Media Psychology · doi:10.1080/15213269.2014.902318 · Cited by 98 · see citing works
Curran, T., Appleton, P. R., Hill, A. P., & Hall, H. (2012) · Journal of Sports Sciences · doi:10.1080/02640414.2012.742956 · Cited by 102 · see citing works
Perry, R., Drachen, A., Kearney, A., Kriglstein, S., Nacke, L. E., Sifa, R., Wallner, G., & Johnson, D. M. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2017.10.032 · Cited by 93 · see citing works
Making People's Life Most Worth Living: On the Importance of Passion for Positive Psychology
Vallerand, R. J., & Verner‐Filion, J. (2013) · Terapia psicológica · doi:10.4067/s0718-48082013000100004 · Cited by 92 · see citing works
Fúster, H., Lusar, A. C., Carbonell, X., & Vallerand, R. J. (2014) · Cyberpsychology Behavior and Social Networking · doi:10.1089/cyber.2013.0349 · Cited by 92 · see citing works
Aksan, A. T., & Akbay, S. E. (2019) · European Journal of Educational Research · doi:10.12973/eu-jer.8.2.559 · Cited by 88 · see citing works
Motivations for videogame play: Predictors of time spent playing
Johnson, D. M., Gardner, J., & Sweetser, P. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2016.06.028 · Cited by 87 · see citing works
Varchetta, M., Fraschetti, A., Mari, E., & Giannini, A. M. (2020) · Revista Digital de Investigación en Docencia Universitaria · doi:10.19083/ridu.2020.1187 · Cited by 98 · see citing works
Tóth‐Király, I., Bőthe, B., Márki, A. N., Rigó, A., & Orosz, G. (2019) · European Journal of Social Psychology · doi:10.1002/ejsp.2588 · Cited by 84 · see citing works
Definitions of Esports: A Systematic Review and Thematic Analysis
Formosa, J., O’Donnell, N., Horton, E. M., Türkay, S., Mandryk, R. L., Hawks, M., & Johnson, D. M. (2022) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3549490 · Cited by 83 · see citing works
Gender Differences in Emotional Responses to Cooperative and Competitive Game Play
Kivikangas, J. M., Kätsyri, J., Järvelä, S., & Ravaja, N. (2014) · PLoS ONE · doi:10.1371/journal.pone.0100318 · Cited by 79 · see citing works
Przybylski, A. K., & Weinstein, N. (2019) · Clinical Psychological Science · doi:10.1177/2167702619859341 · Cited by 74 · see citing works
Self-citationFormosa, J., Johnson, D. M., Türkay, S., & Mandryk, R. L. (2022) · Computers in Human Behavior · doi:10.1016/j.chb.2022.107232 · Cited by 75 · see citing works
Stoeber, J., Harvey, M., Ward, J. A., & Edbrooke-Childs, J. H. (2011) · Personality and Individual Differences · doi:10.1016/j.paid.2011.08.006 · Cited by 69 · see citing works
Passion for a Cause: How It Affects Health and Subjective Well‐Being
St-Louis, A. C., Carbonneau, N., & Vallerand, R. J. (2014) · Journal of Personality · doi:10.1111/jopy.12157 · Cited by 69 · see citing works
Toward Game-Based Digital Mental Health Interventions: Player Habits and Preferences
Mandryk, R. L., & Birk, M. V. (2017) · Journal of Medical Internet Research · doi:10.2196/jmir.6906 · Cited by 69 · see citing works
A prospective study of the motivational and health dynamics of Internet Gaming Disorder
Weinstein, N., Przybylski, A. K., & Murayama, K. (2017) · PeerJ · doi:10.7717/peerj.3838 · Cited by 78 · see citing works
Self-citationPsychological needs, purpose in life, and problem video game playing among Chinese young adults.
Wu, A., Lei, L. L., & Ku, L. (2013) · International Journal of Psychology · doi:10.1080/00207594.2012.658057 · Cited by 57 · see citing works
Self-Determination Theory in Digital Games
Uysal, A., & Yildirim, I. G. (2016) · International Series on Computer Entertainment and Media Technology · doi:10.1007/978-3-319-29904-4_8 · Cited by 64 · see citing works
T’ng, S. T., Ho, K. H., & Kee, P. (2022) · International Journal of Mental Health and Addiction · doi:10.1007/s11469-022-00825-x · Cited by 66 · see citing works
Nicklin, L. L., Spicer, S. G., Close, J., Parke, J., Smith, O., Raymen, T., Lloyd, H. M., & Lloyd, J. (2021) · Journal of Clinical Medicine · doi:10.3390/jcm10102103 · Cited by 60 · see citing works
Utz, S., Jonas, K. J., & Tonkens, E. (2012) · Journal of Media Psychology Theories Methods and Applications · doi:10.1027/1864-1105/a000066 · Cited by 60 · see citing works
The Dualistic Model of Passion: Theory, Research, and Implications for the Field of Education
Vallerand, R. J. (2015) · Springer eBooks · doi:10.1007/978-981-287-630-0_3 · Cited by 62 · see citing works
Naydanova, E., & Beal, B. D. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2016.06.034 · Cited by 57 · see citing works
Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned Paradigms
Tyack, A., & Mekler, E. D. (2024) · ACM Transactions on Computer-Human Interaction · doi:10.1145/3673230 · Cited by 57 · see citing works
Game Transfer Phenomena and its associated factors: An exploratory empirical online survey study
de Gortari, A. B. O., & Griffiths, M. D. (2015) · Computers in Human Behavior · doi:10.1016/j.chb.2015.04.060 · Cited by 57 · see citing works
Orosz, G., Vallerand, R. J., Bőthe, B., Tóth‐Király, I., & Paskuj, B. (2016) · Personality and Individual Differences · doi:10.1016/j.paid.2016.05.368 · Cited by 57 · see citing works
How the social dimension of fitness apps can enhance and undermine wellbeing
Whelan, E., & Clohessy, T. (2020) · Information Technology and People · doi:10.1108/itp-04-2019-0156 · Cited by 62 · see citing works
Understanding the cognitive and motivational underpinnings of sexual passion from a dualistic model.
Philippe, F. L., Vallerand, R. J., Bernard‐Desrosiers, L., Guilbault, V., & Rajotte, G. (2016) · Journal of Personality and Social Psychology · doi:10.1037/pspp0000116 · Cited by 54 · see citing works
Motivational Profiling of League of Legends Players
Brühlmann, F., Baumgartner, P., Wallner, G., Kriglstein, S., & Mekler, E. D. (2020) · Frontiers in Psychology · doi:10.3389/fpsyg.2020.01307 · Cited by 59 · see citing works
Koban, K., Biehl, J., Bornemeier, J., & Ohler, P. (2021) · Behaviour and Information Technology · doi:10.1080/0144929x.2021.1946154 · Cited by 57 · see citing works
Tzavela, E. C., Karakitsou, C., Dreier, M., Mavromati, F., Wölfling, K., Halapi, E. C., Macarie, G. F., Wójcik, S., Veldhuis, L., & Τσίτσικα, Ά. (2015) · Journal of Adolescence · doi:10.1016/j.adolescence.2014.12.003 · Cited by 54 · see citing works
Need frustration in online video games
Kosa, M., & Uysal, A. (2021) · Behaviour and Information Technology · doi:10.1080/0144929x.2021.1928753 · Cited by 52 · see citing works
Liu, Q., Lin, Y., Zhou, Z., & Zhang, W. (2019) · Journal of Child and Family Studies · doi:10.1007/s10826-019-01376-x · Cited by 54 · see citing works
Cudo, A., Kopiś-Posiej, N., & Zabielska‐Mendyk, E. (2019) · PLoS ONE · doi:10.1371/journal.pone.0226213 · Cited by 56 · see citing works
Dong, L., Mohammed, S. J., Ibrahim, K. A. A.-A., & Rezai, A. (2022) · Frontiers in Psychology · doi:10.3389/fpsyg.2022.899557 · Cited by 51 · see citing works
Ferguson, C. J., & Ceranoglu, T. A. (2013) · Psychiatric Quarterly · doi:10.1007/s11126-013-9276-0 · Cited by 53 · see citing works
Puerta-Cortés, D. X., Panova, T., Carbonell, X., & Lusar, A. C. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2016.09.029 · Cited by 52 · see citing works
Li, L., Griffiths, M. D., Niu, Z., & Mei, S. (2020) · Issues in Mental Health Nursing · doi:10.1080/01612840.2020.1774018 · Cited by 51 · see citing works
Mitsea, E., Drigas, A., & Skianis, C. (2023) · Education Sciences · doi:10.3390/educsci13070639 · Cited by 49 · see citing works
Gaming passion contributes to the definition and identification of problematic gaming
Infanti, A., Valls-Serrano, C., Perales, J. C., Vögele, C., & Billieux, J. (2023) · Addictive Behaviors · doi:10.1016/j.addbeh.2023.107805 · Cited by 48 · see citing works
How Self-Esteem Shapes our Interactions with Play Technologies
Birk, M. V., Mandryk, R. L., Miller, M. K., & Gerling, K. (2015) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/2793107.2793111 · Cited by 50 · see citing works
The role of passion, need satisfaction, and conflict in athletes’ perceptions of burnout
Lopes, M., & Vallerand, R. J. (2020) · Psychology of sport and exercise · doi:10.1016/j.psychsport.2020.101674 · Cited by 48 · see citing works
Obsessive passion: a dependency associated with injury-related risky behaviour in dancers
Akehurst, S., & Oliver, E. J. (2013) · Journal of Sports Sciences · doi:10.1080/02640414.2013.823223 · Cited by 45 · see citing works
Burr, C., & Floridi, L. (2020) · Philosophical studies series · doi:10.1007/978-3-030-50585-1 · Cited by 58 · see citing works
The perceived meaning of the video game experience: An exploratory study.
Oswald, C. A., Prorock, C., & Murphy, S. M. (2013) · Psychology of Popular Media Culture · doi:10.1037/a0033828 · Cited by 41 · see citing works
Passion and role opportunity search: Interfering effects of conflicts and overloads.
Thorgren, S., & Wincent, J. (2013) · International Journal of Stress Management · doi:10.1037/a0031457 · Cited by 40 · see citing works
How do passion for video games and needs frustration explain time spent gaming?
Mills, D. J., Milyavskaya, M., Mettler, J., Heath, N. L., & Derevensky, J. L. (2018) · British Journal of Social Psychology · doi:10.1111/bjso.12239 · Cited by 44 · see citing works
Restorative Play: Videogames Improve Player Wellbeing After a Need-Frustrating Event
Tyack, A., Wyeth, P. A., & Johnson, D. M. (2020) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3313831.3376332 · Cited by 40 · see citing works
Videogames and wellbeing: A comprehensive review
Johnson, D. M., Jones, C. M., Scholes, L., & Carras, M. C. (2013) · QUT ePrints (Queensland University of Technology) · Cited by 39 · see citing works
Reer, F., & Krämer, N. C. (2018) · Computers in Human Behavior · doi:10.1016/j.chb.2018.03.010 · Cited by 38 · see citing works
Hui, B. P. H., Wu, A. M. S., Siu, N. Y.-F., Chung, M.-L., & Pun, N. (2019) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph16224367 · Cited by 39 · see citing works
Unsatisfied needs as a predictor of obsessive passion for videogame play.
Johnson, D. M., Formosa, J., Perry, R., Lalande, D. R., Türkay, S., Obst, P. L., & Mandryk, R. L. (2021) · Psychology of Popular Media · doi:10.1037/ppm0000299 · Cited by 41 · see citing works
Vella, K., Johnson, D. M., & Hides, L. M. (2013) · International Conference on Gameful Design, Research, and Applications (Gamification) · doi:10.1145/2583008.2583024 · Cited by 37 · see citing works
The Effects of Social Exclusion on Play Experience and Hostile Cognitions in Digital Games
Birk, M. V., Buttlar, B., Bowey, J. T., Poeller, S., Thomson, S. C., Baumann, N., & Mandryk, R. L. (2016) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/2858036.2858061 · Cited by 42 · see citing works
Differential Influences of Depression and Personality Traits on the Use of Facebook
Scherr, S., & Brunet, A. (2017) · Social Media + Society · doi:10.1177/2056305117698495 · Cited by 35 · see citing works
The social factors and functions of media use
Grady, S. M., Tamborini, R., Eden, A., & Heide, B. L. V. D. (2022) · Journal of Communication · doi:10.1093/joc/jqac026 · Cited by 39 · see citing works
A Motivational Model Explaining Performance in Video Games
Hulaj, R., Nyström, M. B. T., Sörman, D. E., Bäcklund, C., Röhlcke, S., & Jonsson, B. (2020) · Frontiers in Psychology · doi:10.3389/fpsyg.2020.01510 · Cited by 34 · see citing works
Only Holistic and Iterative Change Will Fix Digital Technology Research
Orben, A. C., Weinstein, N., & Przybylski, A. K. (2020) · Psychological Inquiry · doi:10.1080/1047840x.2020.1820221 · Cited by 37 · see citing works
Self-citationLiu, Y., Liu, R., Ding, Y., Wang, J., Zhen, R., & Xu, L. (2016) · Frontiers in Psychology · doi:10.3389/fpsyg.2016.01279 · Cited by 33 · see citing works
Problematic Video Gaming and Problematic Internet Use Among Polish Young Adults
Cudo, A., Kopiś-Posiej, N., Stróżak, P., & Zapała, D. (2018) · Cyberpsychology Behavior and Social Networking · doi:10.1089/cyber.2018.0014 · Cited by 33 · see citing works
Türkay, S., Lin, A., Johnson, D. M., & Formosa, J. (2022) · Behaviour and Information Technology · doi:10.1080/0144929x.2022.2094832 · Cited by 32 · see citing works
Digital Game Enjoyment: A Literature Review
Schaffer, O., & Fang, X. (2019) · Lecture notes in computer science · doi:10.1007/978-3-030-22602-2_16 · Cited by 32 · see citing works
Zaman, U., Barnes, S. J., Abbasi, S., Anjam, M., Aktan, M., & Khwaja, M. G. (2022) · Sustainability · doi:10.3390/su14042312 · Cited by 32 · see citing works
Zendle, D. I., Flick, C., Petrovskaya, E., Ballou, N., Xiao, L. Y., & Drachen, A. (2023) · Nature Human Behaviour · doi:10.1038/s41562-023-01669-8 · Cited by 31 · see citing works
The People-Game-Play model for understanding videogames' impact on wellbeing
Johnson, D. M., Wyeth, P. A., & Sweetser, P. (2013) · IEEE International Games Innovation Conference (IGIC) · doi:10.1109/igic.2013.6659143 · Cited by 30 · see citing works
- Authors
- Przybylski, A. K., Weinstein, N., Ryan, R. M., & Rigby, C. S.
- Affiliations
- University of Rochester (US)
- Immersyve Inc., Orlando, Florida.
- Corresponding author
- Przybylski, Andrew K.
- Venue
- CyberPsychology & Behavior
- Publisher
- SAGE Publications
- Published
- 2009-10
- Volume
- 12
- Issue
- 5
- Pages
- 485-492
- ISSN
- 1094-9313 (ISSN-L)
- 1557-8364
- OpenAlex
- W2000292736
- Cited by
- 262
- References
- 24
- Citations by year
- 2026: 8 · 2025: 16 · 2024: 16 · 2023: 19 · 2022: 22 · 2021: 24 · 2020: 19 · 2019: 20 · 2018: 19 · 2017: 25 · 2016: 17 · 2015: 11 · 2014: 14 · 2013: 15 · 2012: 9
- FWCI
- 17.32
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- CyberPsychology & Behavior (publishedVersion)
- PubMed (publishedVersion)
- Research Bank (Australian Catholic University) (submittedVersion)
- ORCA Online Research @Cardiff (Cardiff University) (submittedVersion)
- Open Access at Essex (University of Essex) (submittedVersion)
- Topics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Social Psychology › Motivation and Self-Concept in Sports
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Keywords
- video gaming, harmonious passion, obsessive passion, psychological need satisfaction, self-determination theory, dualistic model of passion, game enjoyment, player well-being
- MeSH terms
- Adolescent, Adult, Female, Humans, Male, Motivation, Obsessive Behavior, Play and Playthings, Psychological Theory, Video Games, Personal Autonomy, Young Adult
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