Connecting in-game performance, need satisfaction, and psychological well-being: A comparison of older and younger players in World of Tanks

社会情感选择理论 心理学 生活满意度 能力(人力资源) 社会心理学 透视图(图形) 电子游戏 发展心理学 多媒体 人工智能 计算机科学
作者
Mingxuan Liu,Sukyoung Choi,Do Own Kim,Dmitri Williams
出处
期刊:New Media & Society [SAGE Publishing]
卷期号:26 (2): 692-710 被引量:2
标识
DOI:10.1177/14614448211062545
摘要

The need satisfaction and psychological benefits derived from gameplay are generally understudied for older video game players. This study connects the Self-Determination Theory, Motivational Theory of Life-Span Development, and Socioemotional Selectivity Theory to understand players’ in-game behaviors and their corresponding need satisfaction from a developmental perspective. Survey data from 1213 randomly sampled World of Tanks players were combined with their behavioral data to investigate how players’ behaviors and their corresponding need satisfaction differ or converge across age. Age and in-game behaviors were tested as moderators for the relationship between perceived need satisfaction and psychological well-being. The results showed that despite underperforming and having fewer in-game connections, older players reported no significant difference in their perceived competence and relatedness than younger players. Perceived competence and relatedness contributed to psychological well-being for both older and younger players, although it carried more weight for the younger. Theoretical and practical implications are discussed.

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