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

Publication date

2022-05-10

Authors

Luxford, Ethan
Türkay, Selen
Frommel, JulianORCID 0000-0001-8783-7783ISNI 000000051252719X
Tobin, Stephanie J.
Mandryk, Regan L.
Formosa, Jessica
Johnson, Daniel J

Editors

Advisors

Supervisors

Document Type

Article
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License

taverne

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.

Keywords

passion, self-regulation, video games, well-being, Taverne, Social Psychology, Communication, Applied Psychology, Human-Computer Interaction, Computer Science Applications

Citation

Luxford, E, Türkay, S, Frommel, J, Tobin, S J, Mandryk, R L, Formosa, J & Johnson, D J 2022, 'Self-Regulation as a Mediator of the Associations Between Passion for Video Games and Well-Being', Cyberpsychology, Behavior, and Social Networking, vol. 25, no. 5, pp. 310-315. https://doi.org/10.1089/cyber.2021.0321