Emotion regulation, need satisfaction, passion and problematic video game play during difficult times
Jessica Formosa,
Julian Frommel,
Regan L. Mandryk,
Stephanie J. Tobin,
Selen Türkay and
Daniel Johnson
Behaviour and Information Technology, 2025, vol. 44, issue 13, 3271-3296
Abstract:
There is growing recognition of the role video games can play in helping people through challenging times, however many still argue that video game play can lead to adverse and problematic behaviours when relied upon to manage negative affect. This study sought to explore a number of factors that may play a role in influencing the likelihood one develops problematic habits of play, particularly in the context of difficult and stressful times. Specifically, this study utilised Self-Determination Theory and the Dualistic Model of Passion to explore the relationships between emotion regulation, psychological need satisfaction and frustration, passion for video games, and problematic video game play during times of difficulty and stress. A path analysis was conducted using data from 440 participants and found that, overall, emotion regulation may be associated with whether or not problematic play is likely to occur, particularly through its relationship with need satisfaction (and frustration) and video game passion.
Date: 2025
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Persistent link: https://EconPapers.repec.org/RePEc:taf:tbitxx:v:44:y:2025:i:13:p:3271-3296
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DOI: 10.1080/0144929X.2024.2440779
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