A Further Test of the Impact of Online Gaming on Psychological Wellbeing and the Role of Play Motivations and Problematic Use
Research output: Contribution to journal › Article › peer-review
Colleges, School and Institutes
- School of Psychology, University of Birmingham, Edgbaston, Birmingham B15 2TT, UK; Department of Psychology, Lancaster University, Lancaster LA1 4YF, UK.
- Birmingham and Solihull Mental Health Foundation Trust (BSMHFT), Edgbaston, Birmingham, UK
- School of Psychology, University of Birmingham, Edgbaston, B15 2TT, UK. firstname.lastname@example.org.
- Birmingham and Solihull Mental Health Foundation Trust, Edgbaston, UK. email@example.com.
The impact of increased online gaming play time on psychological wellbeing was examined focusing on the Multiplayer Online Battle Arena (MOBA) game genre. This relationship was explored with respect to motivators for playing and resilience factors. A cross-sectional, online questionnaire design was employed with participants (N = 165) to examine the relationship between weekly average hours played and psychological wellbeing. Five previously reported motivators for playing were tested as mediating variables. In addition, exploratory analyses were conducted to determine the moderating effects of self-esteem and self-efficacy on 'escapist' gaming and psychological wellbeing. Results revealed a significant correlation with higher levels of play time associated with poorer psychological wellbeing. This relationship was partially mediated by 'escapist' motivation. Self-esteem was found to moderate the negative impact of 'escapist' gaming on psychological wellbeing. Research and the associated clinical implications are discussed.
|Number of pages||14|
|Early online date||5 Aug 2019|
|Publication status||Published - Dec 2019|
- Escapism, Motivators for playing, Multiplayer Online Battle Arena (MOBA), Online games, Problematic gaming, Self-efficacy, Self-esteem