Gaming-contingent self-worth, gaming motivation, and Internet Gaming Disorder

被引:57
|
作者
Beard, Charlotte L. [1 ]
Wickham, Robert E. [1 ]
机构
[1] Palo Alto Univ, Palo Alto, CA 94304 USA
关键词
Internet Gaming Disorder; Self-determination theory; Contingencies of self-worth; Cognitive distortions; Motivation; COGNITIVE-BEHAVIORAL MODEL; COLLEGE-STUDENTS; ESTEEM; PSYCHOLOGY; ADDICTION; SATISFACTION; ADOLESCENTS; MOTIVES; PASSION; PLAY;
D O I
10.1016/j.chb.2016.03.046
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
The relationship between problematic gaming behavior and self-esteem is well-documented (King & Delfabbro, 2014). Moreover, the basic needs component of Self-Determination Theory has also been proposed as an organizing framework to understand gaming motivation (Lafreniere, Verner-Filion, & Vallerand, 2012; Ryan, Rigby, & Przybylski, 2006). Building on these ideas, the current study describes the development of a measure of contingent self-worth (Crocker, Luhtanen, Cooper, & Bouvrette, 2003; Crocker & Wolfe, 2001) specific to gaming experiences within Massively-Multiplayer Online Role Playing Games (MMORPGs), and explores the association between Gaming-Contingent Self-Worth (GCSW) and symptoms of Internet Gaming Disorder (IGD). A sample of MMORPG players was recruited through Amazon's Mechanical Turk (n = 600) to evaluate the reliability and validity of a GCSW scale. Exploratory and confirmatory factor analysis was used to identify a 29-item measure comprised of four components, including validation seeking, reward orientation, competition focus, and detachment. Additional analyses supported the hypothesis that GCSW is a strong predictor of IGD symptoms, beyond the contribution of motivation based on behavioral activities within the game. (C) 2016 Elsevier Ltd. All rights reserved.
引用
收藏
页码:507 / 515
页数:9
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