Cited by 17Digital Games and MediaImpact of Technology on AdolescentsMotivation and Self-Concept in Sports

Self-Regulation as a Mediator of the Associations Between Passion for Video Games and Well-Being

Open access
Luxford, Ethan, Türkay, Selen, Frommel, Julian, Tobin, Stephanie J., Mandryk, Regan L., Formosa, Jessica, Johnson, Daniel·2022·Cyberpsychology, Behavior, and Social Networking

Abstract

Video games can satisfy people's basic psychological needs of autonomy, competence, and relatedness. This may lead them to develop a passion for the activity, which can be harmonious or obsessive. These different types of passions are associated with different well-being outcomes: harmonious passion (HP) is associated with positive effects such as Satisfaction with Life (SWL), obsessive passion (OP) is associated with adverse effects such as psychological distress. Although time spent playing video games has sometimes been found to be a predictor of poor well-being, there is a lack of understanding in its role in explaining the relationship between passion and well-being compared with other factors. Self-regulation is an important factor in predicting habits, including video game play. In this cross-sectional study (N = 182), we investigated whether self-regulation or playtime better mediated the associations between different passion orientations and well-being (i.e., SWL, global subjective well-being, and psychological distress) among video game players. A path analysis revealed that people with higher HP for video games reported higher levels of self-regulation and those with higher OP for video games reported lower levels of self-regulation. Our findings also indicate that self-regulation provides a more comprehensive explanation for the relationship between passion and well-being. Overall, this study provides further support for the importance of self-regulation as a determinant of well-being in video game players rather than more arguably surface-level metrics such as time spent playing. These findings have implications for game developers and clinicians who design interventions for individuals who may experience unregulated video game play.

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Crossref · 10.1089/cyber.2021.0321

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  • Individuals with harmonious passion for video gaming experienced greater overall life satisfaction, whereas those with obsessive passion experienced more psychological distress, with self-regulation as a major mediator.

    “For example, one study found that those with larger amounts of harmonious passion for video gaming (stemming from a sense of deep interest and volition) experienced greater overall satisfaction with life, whereas those with obsessive passion (compulsive and overvalued compared to other aspects of one’s life) experienced more psychological distress, with self-regulation as a major mediator of these”

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Authors
Luxford, E., Türkay, S., Frommel, J., Tobin, S. J., Mandryk, R. L., Formosa, J., & Johnson, D.
Affiliations
  • Queensland University of Technology (AU)
  • Utrecht University (NL)
  • University of Saskatchewan (CA)
Corresponding author
Johnson, Daniel
Venue
Cyberpsychology, Behavior, and Social Networking
Published
2022-05-01
Volume
25
Issue
5
Pages
310-315
ISSN
  • 2152-2715 (ISSN-L)
  • 2152-2723
OpenAlex
W4229025341
Cited by
17
References
47
Citations by year
2026: 2 · 2025: 4 · 2024: 7 · 2023: 3 · 2022: 1
FWCI
5.39
Type
journal article
Language
en
Open access
Locations
  • Cyberpsychology Behavior and Social Networking (publishedVersion)
  • PubMed (publishedVersion)
  • QUT ePrints (Queensland University of Technology) (submittedVersion, cc-by-nc)
  • Utrecht University Repository (Utrecht University) (submittedVersion, other-oa)
  • Utrecht University Repository (Utrecht University) (submittedVersion)
Topics
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
  • Social Sciences › Psychology › Social Psychology › Motivation and Self-Concept in Sports
Keywords
video games, self-regulation, harmonious passion, obsessive passion, well-being, life satisfaction, psychological distress, playtime, basic psychological needs, mediation
MeSH terms
Self-Control, Cross-Sectional Studies, Humans, Motivation, Surveys and Questionnaires, Video Games

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