دانلود مقاله ISI انگلیسی شماره 125654
ترجمه فارسی عنوان مقاله

رضایت و ناامیدی از نیازهای روانشناختی اولیه در دنیای واقعی و در بازی های ویدئویی پیش بینی نمرات و اختلالات بازی اینترنت و رفاه

عنوان انگلیسی
Satisfaction and frustration of basic psychological needs in the real world and in video games predict internet gaming disorder scores and well-being
کد مقاله سال انتشار تعداد صفحات مقاله انگلیسی
125654 2018 42 صفحه PDF
منبع

Publisher : Elsevier - Science Direct (الزویر - ساینس دایرکت)

Journal : Computers in Human Behavior, Volume 84, July 2018, Pages 220-229

ترجمه کلمات کلیدی
بازی های ویدئویی، بازی های آسیب شناسی، اختلال بازی در اینترنت، تندرستی، نیاز به رضایت، نیاز به سرخوردگی دارد
کلمات کلیدی انگلیسی
video games; Pathological gaming; Internet gaming disorder; Well-being; Need satisfaction; Need frustration;
پیش نمایش مقاله
پیش نمایش مقاله  رضایت و ناامیدی از نیازهای روانشناختی اولیه در دنیای واقعی و در بازی های ویدئویی پیش بینی نمرات و اختلالات بازی اینترنت و رفاه

چکیده انگلیسی

The need-density hypothesis proposes that pathological gaming is most likely to occur when satisfaction of three basic human needs (competence, autonomy, relatedness) is low in the real world but high in video games. Our study tested this hypothesis to determine whether real-world need satisfaction and video game need satisfaction independently predict internet gaming disorder scores (IGD). We also assessed the effects of need frustration in both domains. As expected, we found strong support for the need-density hypothesis in terms of need satisfaction. Unexpectedly, need frustration in both domains was positively associated with IGD scores. A second goal of our study was to determine how the satisfaction and frustration of needs in both domains relate to well-being. We found consistent associations between well-being and real-world need satisfaction and frustration. Associations between well-being and video game need satisfaction and frustration were inconsistent, however. This pattern suggests that the satisfaction and frustration of needs in the real world is more important for well-being than the satisfaction and frustration of needs in video games. Thus, the real-world superiority hypothesis was supported over the video game superiority and equivalence hypotheses.