Skip to main content

Advertisement

Log in

Gamers’ subjective Well-Being: the role of Peripheral and Core elements of eSporst Videogame Addiction

  • Published:
Current Psychology Aims and scope Submit manuscript

Abstract

This study aims to examine the complex relations between videogame addiction and gamers’ subjective well-being in esports. It deconstructs the positive effect of the peripheral dimension (high engagement elements) of videogame addiction on gamers’ subjective well-being as well as the negative effect of core dimensions (problematic use) in eSports. We collected 219 valid responses from eSports gamers and employed Smart-PLS 3.3.2 to examine the relationships between the study variables. The findings indicate that the peripheral dimensions of eSports videogame addiction (i.e., mood modification and salience) positively influence the gamer’s subjective wellbeing, whereas, the core dimensions (i.e., withdrawal and conflict) negatively influence gamers’ subjective well-being. This study is novel in the sense that it extends the theoretical perspective of gamers’ subjective well-being by studying the positive role of peripheral elements and the negative role of core elements of eSports Videogame addiction. Lastly, we derive theoretical and practical implications from our findings.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1

Similar content being viewed by others

Data Availability

The datasets generated during and/or analyzed during the current study are available from the corresponding author on reasonable request.

References

  • Aarseth, E., Bean, A. M., Boonen, H., Colder Carras, M., Coulson, M., Das, D., Deleuze, J., Dunkels, E., Edman, J., & Ferguson, C. J. (2017). Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal. Journal of Behavioral Addictions, 6(3), 267–270.

    Article  PubMed  PubMed Central  Google Scholar 

  • Abbasi, A. Z., Asif, M., Hollebeek, L. D., Islam, J. U., Ting, D. H., & Rehman, U. (2020). The effects of consumer esports videogame engagement on consumption behaviors. Journal of Product & Brand Management. https://doi.org/10.1108/JPBM-04-2020-2839

    Article  Google Scholar 

  • Abbasi, A. Z., Nisar, S., Rehman, U., & Ting, D. H. (2020). Impact of HEXACO personality factors on Consumer Video Game Engagement: a study on eSports. Frontiers in Psychology, 11, 1831.

    Article  PubMed  PubMed Central  Google Scholar 

  • Abbasi, A. Z., Shamim, A., Ting, D. H., Hlavacs, H., & Rehman, U. (2021). Playful-consumption experiences and subjective well-being: children’s smartphone usage. Entertainment Computing, 36, 100390.

    Article  Google Scholar 

  • Abbasi, A. Z., Ting, D. H., Hlavacs, H., Fayyaz, M. S., & Wilson, B. (2019). Playful-consumption experience and consumer video-game Engagement in the lens of SR model: an empirical study. (Ed.),^(Eds.). HCI in Games.

  • Ahmed, K. (2022, May 02). Pakistan gearing up to increase penetration in multibillion global esports industry — stakeholders. Arab News. https://www.arabnews.pk/node/2074541/pakistan

  • André, F., Munck, I., Håkansson, A., & Claesdotter-Knutsson, E. (2022). Game Addiction Scale for Adolescents—Psychometric Analyses of Gaming Behavior, Gender Differences and ADHD. Frontiers in Psychiatry, 13.

  • Bae, S. M. (2019). The relationship between smartphone use for communication, social capital, and subjective well-being in korean adolescents: Verification using multiple latent growth modeling. Children and Youth Services Review, 96, 93–99.

    Article  Google Scholar 

  • Bányai, F., Griffiths, M. D., Demetrovics, Z., & Király, O. (2019). The mediating effect of motivations between psychiatric distress and gaming disorder among esport gamers and recreational gamers. Comprehensive Psychiatry, 94, 152117.

    Article  PubMed  Google Scholar 

  • Bányai, F., Griffiths, M. D., Király, O., & Demetrovics, Z. (2019). The psychology of esports: a systematic literature review. Journal of Gambling Studies, 35(2), 351–365.

    Article  PubMed  Google Scholar 

  • Bartle, R. A. (2004). Designing virtual worlds. New Riders.

  • Bean, A. M., Nielsen, R. K., Van Rooij, A. J., & Ferguson, C. J. (2017). Video game addiction: the push to pathologize video games. Professional Psychology: Research and Practice, 48(5), 378.

    Article  Google Scholar 

  • Bhagat, S., Jeong, E. J., & Kim, D. J. (2020). The role of individuals’ need for online social interactions and interpersonal incompetence in Digital Game Addiction. International Journal of Human–Computer Interaction, 36(5), 449–463.

    Article  Google Scholar 

  • Boldi, A., Rapp, A., & Tirassa, M. (2022). Playing during a crisis: The impact of commercial video games on the reconfiguration of people’s life during the COVID-19 pandemic.Human–Computer Interaction,1–42.

  • Brunborg, G. S., Hanss, D., Mentzoni, R. A., & Pallesen, S. (2015). Core and peripheral criteria of video game addiction in the game addiction scale for adolescents. Cyberpsychology Behavior and Social Networking, 18(5), 280–285.

    Article  PubMed  PubMed Central  Google Scholar 

  • Caplan, S. E. (2005). A social skill account of problematic internet use. Journal of Communication, 55(4), 721–736.

    Article  Google Scholar 

  • Carras, M. C., Van Rooij, A. J., Van de Mheen, D., Musci, R., Xue, Q. L., & Mendelson, T. (2017). Video gaming in a hyperconnected world: a cross-sectional study of heavy gaming, problematic gaming symptoms, and online socializing in adolescents. Computers in Human Behavior, 68, 472–479.

    Article  Google Scholar 

  • Cho, A., Tsaasan, A., & Steinkuehler, C. (2019). The building blocks of an educational esports league: lessons from year one in orange county high schools. (Ed.),^(Eds.). Proceedings of the 14th International Conference on the Foundations of Digital Games.

  • Cohen, J. (1988). Statistical power analysis for the behavioural sciences Hillsdale. NJ: Lawrence Earlbaum Associates, 2.

  • Cudo, A., Wojtasiński, M., Tużnik, P., Griffiths, M. D., & Zabielska-Mendyk, E. (2020). Problematic Facebook use and problematic video gaming as mediators of relationship between impulsivity and life satisfaction among female and male gamers. PloS one, 15(8), e0237610.

    Article  PubMed  PubMed Central  Google Scholar 

  • Deci, E. L., Eghrari, H., Patrick, B. C., & Leone, D. R. (1994). Facilitating internalization: the self-determination theory perspective. Journal of Personality, 62(1), 119–142.

    Article  PubMed  Google Scholar 

  • Deci, E. L., Koestner, R., & Ryan, R. M. (1999). A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. Psychological Bulletin, 125(6), 627.

    Article  PubMed  Google Scholar 

  • Deci, E. L., & Ryan, R. M. (2000). The” what” and” why” of goal pursuits: human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227–268.

    Article  Google Scholar 

  • Demir, M., & Özdemir, M. (2010). Friendship, need satisfaction and happiness. Journal of Happiness Studies, 11(2), 243–259.

    Article  Google Scholar 

  • Diener, E., Emmons, R. A., Larsen, R. J., & Griffin, S. (1985). The satisfaction with life scale. Journal of Personality Assessment, 49(1), 71–75.

    Article  PubMed  Google Scholar 

  • Esports Insider. (2022). Esports Around the World: Pakistan. Esports Insider. https://esportsinsider.com/2022/08/esports-around-the-world-pakistan

  • Festl, R., Scharkow, M., & Quandt, T. (2013). Problematic computer game use among adolescents, younger and older adults. Addiction, 108(3), 592–599.

    Article  PubMed  Google Scholar 

  • Flegr, S., & Schmidt, S. L. (2022). Strategic management in eSports–a systematic review of the literature. Sport Management Review, 1–25.

  • Fraguela-Vale, R., Varela-Garrote, L., Carretero-García, M., & Peralbo-Rubio, E. M. (2020). Basic psychological needs, physical self-concept, and physical activity among adolescents: Autonomy in focus. Frontiers in Psychology, 491.

  • Frederick, C. M., & Ryan, R. M. (1993). Differences in motivation for sport and exercise and their relations with participation and mental health. Journal of Sport Behavior, 16(3), 124–147.

    Google Scholar 

  • Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American Psychologist, 69(1), 66.

    Article  PubMed  Google Scholar 

  • Griffiths, M. (2010). Gambling addiction on the Internet. Internet addiction: A handbook and guide to evaluation and treatment, 113–133.

  • Griffiths, M. D. (2008). Diagnosis and management of video game addiction.New directions in addiction treatment and prevention(12),27–41.

  • Gurland, S. T., & Grolnick, W. S. (2003). Children’s expectancies and perceptions of adults: Effects on rapport. Child Development, 74(4), 1212–1224.

    Article  PubMed  Google Scholar 

  • Hair, J. F., Risher, J. J., Sarstedt, M., & Ringle, C. M. (2019). When to use and how to report the results of PLS-SEM.European Business Review.

  • Hair, J. F. Jr., Howard, M. C., & Nitzl, C. (2020). Assessing measurement model quality in PLS-SEM using confirmatory composite analysis. Journal of Business Research, 109, 101–110.

    Article  Google Scholar 

  • Halbrook, Y. J., O’Donnell, A. T., & Msetfi, R. M. (2019). When and how video games can be good: a review of the positive effects of video games on well-being. Perspectives on Psychological Science, 14(6), 1096–1104.

    Article  PubMed  Google Scholar 

  • Henseler, J., Ringle, C. M., & Sarstedt, M. (2015). A new criterion for assessing discriminant validity in variance-based structural equation modeling. Journal of the Academy of Marketing Science, 43(1), 115–135.

    Article  Google Scholar 

  • Hollebeek, L. D., Abbasi, A. Z., Schultz, C. D., Ting, D. H., & Sigurdsson, V. (2022). Hedonic consumption experience in videogaming: a multidimensional perspective. Journal of Retailing and Consumer Services, 65, 102892. https://doi.org/10.1016/j.jretconser.2021.102892.

    Article  Google Scholar 

  • Hollett, K. B., & Harris, N. (2020). Dimensions of emotion dysregulation associated with problem video gaming. Addiction Research & Theory, 28(1), 38–45.

    Article  Google Scholar 

  • Howell, R. T., Chenot, D., Hill, G., & Howell, C. J. (2011). Momentary happiness: the role of psychological need satisfaction. Journal of Happiness Studies, 12(1), 1–15.

    Article  Google Scholar 

  • Hussain, U., Jabarkhail, S., Cunningham, G. B., & Madsen, J. A. (2021). The dual nature of escapism in video gaming: a meta-analytic approach. Computers in Human Behavior Reports, 3, 100081.

    Article  Google Scholar 

  • Hussain, U., Yu, B., Cunningham, G. B., & Bennett, G. (2021). “I can be who I am when I play Tekken 7”: E-Sports women participants from the Islamic Republic of Pakistan. Games and Culture, 16(8), 978–1000.

    Article  Google Scholar 

  • Huston, C., Gracia, B., Cruz, A., & Zoppos, E. (2022). Dimensionalizing esports consumption: alternative journeys to professional play. Journal of Consumer Culture, 22(2), 456–475.

    Article  Google Scholar 

  • Ito, M., Martin, C., Pfister, R. C., Rafalow, M. H., Salen, K., & Wortman, A. (2018). Affinity online: how connection and shared interest fuel learning (2 vol.). NYU Press.

  • Johnson, M. R., Abarbanel. B (2022). Ethical judgments of esports spectators regarding cheating in competition. Convergence: The International Journal of Research into New Media Technologies, 1–20. https://doi.org/10.1177/13548565221089214

  • Johannes, N., Vuorre, M., & Przybylski, A. K. (2021). Video game play is positively correlated with well-being. Royal Society Open Science, 8(2), 202049.

    Article  PubMed  PubMed Central  Google Scholar 

  • Jones, C., Scholes, L., Johnson, D., Katsikitis, M., & Carras, M. C. (2014). Gaming well: links between videogames and flourishing mental health. Frontiers in Psychology, 5, 260.

    Article  PubMed  PubMed Central  Google Scholar 

  • Kirby, A., Jones, C., & Copello, A. (2014). The impact of massively multiplayer online role playing games (MMORPGs) on psychological wellbeing and the role of play motivations and problematic use. International Journal of Mental Health and Addiction, 12(1), 36–51.

    Article  Google Scholar 

  • Latinsky, A., & Ueno, K. (2021). Leveling up? Video game play in adolescence and the transition into adulthood. The Sociological Quarterly, 62(1), 36–59.

    Article  Google Scholar 

  • Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2009). Development and validation of a game addiction scale for adolescents. Media psychology, 12(1), 77–95.

    Article  Google Scholar 

  • Lieberoth, A., & Fiskaali, A. (2021). Can Worried Parents Predict Effects of Video Games on Their Children? A Case-Control Study of Cognitive Abilities, Addiction Indicators and Wellbeing. Frontiers in Psychology, 3571.

  • MacGregor, S. A. (2014). Extension and Validation of an Adult Gaming Addiction Scale.

  • Malone, T., Lepper, M., Snow, R., & Farr, M. (1987). Aptitude, learning, and instruction (III: cognitive and affective process analysis. Lawrence Erlbaum Associates.

  • Mamun, M. A., Ullah, I., Usman, N., & Griffiths, M. D. (2022). PUBG-related suicides during the COVID-19 pandemic: three cases from Pakistan. Perspectives in psychiatric care, 58(2), 877–879. https://doi.org/10.1111/ppc.12640.

    Article  PubMed  Google Scholar 

  • Manzoor, A., Siddique, A., Riaz, F., & Riaz, A. (2014). Determining the impact of subjective well-being on academic achievement of children in district Faisalabad. Mediterranean Journal of Social Sciences, 5(23), 2673–2673.

    Google Scholar 

  • Mäyrä, F., & Alha, K. (2020). Mobile gaming. The Video Game Debate 2: Revisiting the Physical, Social, and Psychological Effects of Video Games, 107.

  • McLeod, C. M., Xue, H., & Newman, J. I. (2021). Opportunity and inequality in the emerging esports labor market.International Review for the Sociology of Sport,10126902211064093.

  • Mentzoni, R. A., Brunborg, G. S., Molde, H., Myrseth, H., Skouverøe, K. J. M., Hetland, J., & Pallesen, S. (2011). Problematic video game use: estimated prevalence and associations with mental and physical health. Cyberpsychology Behavior and Social Networking, 14(10), 591–596.

    Article  PubMed  Google Scholar 

  • Mettler, J., Mills, D. J., & Heath, N. L. (2018). Problematic Gaming and Subjective Well-Being: How Does Mindfulness Play a Role? International Journal of Mental Health and Addiction, 1–17.

  • Mettler, J., Mills, D. J., & Heath, N. L. (2020). Problematic gaming and subjective well-being: how does mindfulness play a role? International Journal of Mental Health and Addiction, 18(3), 720–736.

    Article  Google Scholar 

  • Miller, G. (2021, October 11). Galaxy Racer partners with Pakistan’s newest technology authority and announces regions biggest esports tournament. European Gaming. https://europeangaming.eu/portal/latest-news/2021/10/11/101330/galaxy-racer-partners-with-pakistans-newest-technology-authority-and-announces-regions-biggest-esports-tournament/

  • Muusses, L. D., Finkenauer, C., Kerkhof, P., & Billedo, C. J. (2014). A longitudinal study of the association between compulsive internet use and wellbeing. Computers in human Behavior, 36, 21–28.

    Article  Google Scholar 

  • Pakistan Telecom Authority (PTA) (2022). Telecom Indicator. https://www.pta.gov.pk/en/telecom-indicators

  • Palanichamy, T., Sharma, M. K., Sahu, M., & Kanchana, D. (2020). Influence of Esports on stress: a systematic review. Industrial Psychiatry Journal, 29(2), 191.

    Article  PubMed  Google Scholar 

  • Parfitt, G., Pavey, T., & Rowlands, A. V. (2009). Children’s physical activity and psychological health: the relevance of intensity. Acta Paediatrica, 98(6), 1037–1043.

    Article  PubMed  Google Scholar 

  • Paulus, F. W., Ohmann, S., Von Gontard, A., & Popow, C. (2018). Internet gaming disorder in children and adolescents: a systematic review. Developmental Medicine & Child Neurology, 60(7), 645–659.

    Article  Google Scholar 

  • PTA (2020). PTA temporarily suspend PUBG game. https://www.pta.gov.pk/en/media-center/single-media/pta-temporarily-suspends-pubg-game-010720

  • Pizzo, A. D., Su, Y., Scholz, T., Baker, B. J., Hamari, J., & Ndanga, L. (2022). Esports scholarship review: synthesis, contributions, and future research. Journal of Sport Management, 1(aop), 1–12.

    Google Scholar 

  • Ryan, R. M. (1995). Psychological needs and the facilitation of integrative processes. Journal of Personality, 63(3), 397–427.

    Article  PubMed  Google Scholar 

  • Ryan, R. M., & Deci, E. L. (2000). Intrinsic and extrinsic motivations: classic definitions and new directions. Contemporary Educational Psychology, 25(1), 54–67.

    Article  PubMed  Google Scholar 

  • Ryan, R. M., & Deci, E. L. (2001). On happiness and human potentials: a review of research on hedonic and eudaimonic well-being. Annual review of Psychology, 52(1), 141–166.

    Article  PubMed  Google Scholar 

  • Ryan, R. M., & Deci, E. L. (2008). Self-determination theory and the role of basic psychological needs in personality and the organization of behavior.

  • Shmueli, G., Sarstedt, M., Hair, J. F., Cheah, J. H., Ting, H., Vaithilingam, S., & Ringle, C. M. (2019). Predictive model assessment in PLS-SEM: guidelines for using PLSpredict. European Journal of Marketing.

  • Statista (2022). Video Games – Pakistan. https://www.statista.com/outlook/dmo/digital-media/video-games/pakistan

  • Stover, J. B., Bruno, F. E., Uriel, F. E., & Fernández, M. (2017). Theory of self-determination: a theoretical review. Perspective Psychol, 14, 105–115.

    Google Scholar 

  • van Rooij, A. (2011). Online video game addiction: Exploring a new phenomenon.

  • Velikov, S. (2021). E-PAK Initiative Will Popularize Esports in Pakistan with Support from the Ministry. Esport Grizzly. https://www.esportsgrizzly.com/industry/e-pak-initiative-will-popularize-esports-in-pakistan-with-support-from-the-ministry/

  • Vuorre, M., Orben, A., & Przybylski, A. K. (2021). There is no evidence that associations between adolescents’ digital technology engagement and mental health problems have increased. Clinical Psychological Science, 9(5), 823–835.

    Article  PubMed  PubMed Central  Google Scholar 

  • Wittek, C. T., Finserås, T. R., Pallesen, S., Mentzoni, R., Hanss, D., Griffiths, M. D., & Molde, H. (2015). Prevalence and predictors of Video Game Addiction. A study based on a national sample of Gamers.

  • Yılmaz, E., Griffiths, M. D., & Kan, A. (2017). Development and validation of videogame addiction scale for children (VASC). International Journal of Mental Health and Addiction, 15(4), 869–882.

    Article  PubMed  PubMed Central  Google Scholar 

Download references

Funding

No funding is involved in this research.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Muhammad Khalil Khan.

Ethics declarations

Conflict of interest

The authors have no relevant financial or non-financial interests to disclose.

Informed consent

Informed consent was obtained from all individual participants included in the study.

Additional information

Publisher’s Note

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Rights and permissions

Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law.

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Abbasi, A.Z., Khan, M.K., Naeem, F. et al. Gamers’ subjective Well-Being: the role of Peripheral and Core elements of eSporst Videogame Addiction. Curr Psychol 42, 32230–32243 (2023). https://doi.org/10.1007/s12144-022-04222-4

Download citation

  • Received:

  • Revised:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s12144-022-04222-4

Keywords

Navigation