Examining Motivations for Video Gaming, Stress, and Wellbeing in Pandemic Conditions: A Dual-Theoretical Approach.
Discuss this preprint
Start a discussion What are Sciety discussions?Listed in
This article is not in any list yet, why not save it to one of your lists.Abstract
Issues associated with the COVID-19 pandemic have been well-documented, including poor psychological health due to social isolation. One potential coping mechanism is video gaming, which is widely accessible and known to provide stress relief and well-being benefits among players. However, questions arise as to whether basic psychological need satisfaction affects the relationship between play and health during the pandemic, and whether uses and gratifications can also help explain this. An online self-report study of video gaming behaviours, motivations for play, and mental health factors was conducted to investigate these relationships (n = 242; MAge = 32.45; 58% Male). The findings of this study provide evidence for the use of basic psychological needs theory to explain video gaming behaviour in times of crisis, suggesting relationships between intrinsic play, via enjoyment, and well-being, and between extrinsic play and perceived stress. The relationships among video game-specific gratifications, the suitability of the dual-theory paradigm, and areas for further study are discussed in light of pandemic and non-pandemic conditions.