Cited by 262Digital Games and MediaMotivation and Self-Concept in SportsImpact of Technology on Adolescents

Having to versus Wanting to Play: Background and Consequences of Harmonious versus Obsessive Engagement in Video Games

Przybylski, Andrew K., Weinstein, Netta, Ryan, Richard M., Rigby, C. Scott·2009·CyberPsychology & Behavior

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.

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Crossref · 10.1089/cpb.2009.0083

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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
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

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