The DOI matches its Crossref record; 24 of the 24 references it cites were found in a registry or an index.
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.
Overview
Integrity signals
Registry
Cites
Statistics
Verification
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?
In the citing paper
“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 .”
Citations
Cites
Ryan, R. M., & Deci, E. L. (2000) · American Psychologist · doi:10.1037//0003-066x.55.1.68 · Cited by 54,599
Self-citationThe 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
Intrinsic 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
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
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 2,960
McAuley, E., Duncan, T., & Tammen, V. V. (1989) · Research Quarterly for Exercise and Sport · doi:10.1080/02701367.1989.10607413 · Cited by 2,694
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
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
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×
“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
(2008) · Research Bank (Australian Catholic University) · Cited by 632
Self-citationExcessive 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
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
(1995) · Cited by 438
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
The integrating self and conscious experience
Hodgins, H. S., & Knee, C. R. (2002) · Cited by 406
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
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
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
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 205
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 184
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
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
Miquelon, P., & Vallerand, R. J. (2006) · Motivation and Emotion · doi:10.1007/s11031-006-9043-8 · Cited by 103
Flagged first, then by citations
Research works printed but not linked: 3
- 10.1037/0003-066X.55.1.68 · DOI · Paper page
- Ryan RM, 2006, Motivation & Emotion, 30, 347
- Ryan RM, 2008, European Health Psychologist, 10, 2
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
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
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
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
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
Metadata
- 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