Starting from the dualistic model of passion by Vallerand and colleagues (2003), this study aimed to identify “obsessive” and “harmonious” involvements in MMORPGs and to verify their relationships with players’ self-esteem and well-being. An international sample of 147 MMORPG players participated in a longitudinal design filling out for 3 times an online questionnaire measuring game involvement (in terms of Internet Gaming Disorder [IGD] symptoms, time spent playing the video game, sense of presence while playing, and avatar identification), global self-esteem, and well-being (i.e., meaningful life, engaged life, and pleasant life). Results supported the presence of these two different types of involvement: Obsessive involvement, characteri...
The present research examined the background and consequences of different styles of engagement in v...
The present research examined the background and consequences of different styles of engagement in v...
Playing computer games has often been theorised to be linked to the wellbeing of users. However, the...
Starting from the dualistic model of passion by Vallerand and colleagues (2003), this study aimed to...
Video games can satisfy people's basic psychological needs of autonomy, competence, and relatedness....
Video games can satisfy people's basic psychological needs of autonomy, competence, and relatedness....
Video games can satisfy people's basic psychological needs of autonomy, competence, and relatedness....
Video games can satisfy people's basic psychological needs of autonomy, competence, and relatedness....
Video games can satisfy people's basic psychological needs of autonomy, competence, and relatedness....
Video games can satisfy people's basic psychological needs of autonomy, competence, and relatedness....
Game research suffers from using a variety of concepts to predict the (often negative) effects of pl...
Game research suffers from using a variety of concepts to predict the (often negative) effects of pl...
Game research suffers from using a variety of concepts to predict the (often negative) effects of pl...
Game research suffers from using a variety of concepts to predict the (often negative) effects of pl...
Video games is one of the most popular forms of entertainment, and there are nearly 3 billion video ...
The present research examined the background and consequences of different styles of engagement in v...
The present research examined the background and consequences of different styles of engagement in v...
Playing computer games has often been theorised to be linked to the wellbeing of users. However, the...
Starting from the dualistic model of passion by Vallerand and colleagues (2003), this study aimed to...
Video games can satisfy people's basic psychological needs of autonomy, competence, and relatedness....
Video games can satisfy people's basic psychological needs of autonomy, competence, and relatedness....
Video games can satisfy people's basic psychological needs of autonomy, competence, and relatedness....
Video games can satisfy people's basic psychological needs of autonomy, competence, and relatedness....
Video games can satisfy people's basic psychological needs of autonomy, competence, and relatedness....
Video games can satisfy people's basic psychological needs of autonomy, competence, and relatedness....
Game research suffers from using a variety of concepts to predict the (often negative) effects of pl...
Game research suffers from using a variety of concepts to predict the (often negative) effects of pl...
Game research suffers from using a variety of concepts to predict the (often negative) effects of pl...
Game research suffers from using a variety of concepts to predict the (often negative) effects of pl...
Video games is one of the most popular forms of entertainment, and there are nearly 3 billion video ...
The present research examined the background and consequences of different styles of engagement in v...
The present research examined the background and consequences of different styles of engagement in v...
Playing computer games has often been theorised to be linked to the wellbeing of users. However, the...