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A Further Test of the Impact of Online Gaming on Psychological Wellbeing and the Role of Play Motivations and Problematic Use

2019/08/05 by C. Goh, Ci'an Goh, C. Jones +3 · 1 citation
Neuroscience · Psychology · Social Sciences · #Impact of Technology on Adolescents #Mind wandering and attention #Psychological and Temporal Perspectives Research

paper · pdf · doi:10.1007/s11126-019-09656-x

crossref issued 2019/08/05 · crossref published 2019/08/05 · crossref published-online 2019/08/05 · openalex publication_date 2019/08/05 · crossref created 2019/08/05 · crossref published-print 2019/12/01 · crossref deposited 2020/08/03 · openalex created_date 2025/10/10 · crossref indexed 2026/07/29 · openalex updated_date 2026/07/30

Abstract

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.

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