5,734
Views
13
CrossRef citations to date
0
Altmetric
Articles

Need frustration in online video games

ORCID Icon &
Pages 2415-2426 | Received 02 Nov 2020, Accepted 06 May 2021, Published online: 20 May 2021

References

  • Allen, J. J., and C. A. Anderson. 2018. “Satisfaction and Frustration of Basic Psychological Needs in the Real World and in Video Games Predict Internet Gaming Disorder Scores and Well-Being.” Computers in Human Behavior 84: 220–229. doi:10.1016/j.chb.2018.02.034.
  • Allison, F., M. Carter, and M. Gibbs. 2015. “Good Frustrations: The Paradoxical Pleasure of Fearing Death in Day.” In Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, 119–123. ACM. doi:10.1145/2838739.2838810.
  • Bae, J., S. J. Kim, K. H. Kim, and D. M. Koo. 2019. “Affective Value of Game Items: A Mood Management and Selective Exposure Approach.” Internet Research, 29, 315–328.
  • Bartholomew, K. J., N. Ntoumanis, R. M. Ryan, J. A. Bosch, and C. Thøgersen-Ntoumani. 2011. “Self-determination Theory and Diminished Functioning: The Role of Interpersonal Control and Psychological Need Thwarting.” Personality and Social Psychology Bulletin 37 (11): 1459–1473. doi:10.1177/0146167211413125.
  • Benita, M., M. Benish-Weisman, L. Matos, and C. Torres. 2020. “Integrative and Suppressive Emotion Regulation Differentially Predict Well-being Through Basic Need Satisfaction and Frustration: A Test of Three Countries.” Motivation and Emotion 44 (1): 67–81. doi:10.1007/s11031-019-09781-x.
  • Bentler, P. M., and C. P. Chou. 1987. “Practical Issues in Structural Modeling.” Sociological Methods & Research 16 (1): 78–117. doi:10.1177/0049124187016001004.
  • Bethesda Game Studios. 2015. Fallout 4. Rockville, MD: Bethesda Softworks.
  • Bhavsar, N., K. Bartholomew, E. Quested, D. Gucciardi, C. Thøgersen-Ntoumani, J. Reeve, P. Sarrazin, and N. Ntoumanis. 2020. “Measuring Psychological Need States in Sport: Theoretical Considerations and a New Measure.” Psychology of Sport and Exercise 47: 101617. doi:10.1016/j.psychsport.2019.101617.
  • Bopp, J. A., E. D. Mekler, and K. Opwis. 2016. “Negative Emotion, Positive Experience? Emotionally Moving Moments in Digital Games.” In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2996–3006. ACM. doi:10.1145/2858036.2858227.
  • Bopp, J. A., K. Opwis, and E. D. Mekler. 2018. “‘An Odd Kind of Pleasure’: Differentiating Emotional Challenge in Digital Games.” In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 41. ACM. doi:10.1145/3173574.3173615.
  • Boulton, A., R. Hourizi, D. Jefferies, and A. Guy. 2017. “A Little Bit of Frustration Can Go a Long Way.” In Advances in Computer Games, 188–200. Cham: Springer. doi:10.1007/978-3-319-71649-7_16.
  • Brown, J., K. Gerling, P. Dickinson, and B. Kirman. 2015. “Dead Fun: Uncomfortable Interactions in a Virtual Reality Game for Coffins.” In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 475–480. ACM. doi:10.1145/2793107.2810307.
  • Brühlmann, F., and G. M. Schmid. 2015. “How to Measure the Game Experience? Analysis of the Factor Structure of Two Questionnaires.” In Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 1181–1186. ACM. doi:10.1145/2702613.2732831.
  • Canale, N., C. Marino, M. D. Griffiths, L. Scacchi, M. G. Monaci, and A. Vieno. 2019. “The Association Between Problematic Online Gaming and Perceived Stress: The Moderating Effect of Psychological Resilience.” Journal of Behavioral Addictions 8 (1): 174–180. doi:10.1556/2006.8.2019.01.
  • Charlton, J. P., and I. D. W. Danforth. 2007. “Distinguishing Addiction and High Engagement in the Context of Online Game Playing.” Computers in Human Behavior 23 (3): 1531–1548. doi:10.1016/j.chb.2005.07.002.
  • Chen Beiwen, Vansteenkiste Maarten, Beyers Wim, Boone Liesbet, Deci Edward L., Van der Kaap-Deeder Jolene, Duriez Bart, Lens Willy, Matos Lennia, Mouratidis Athanasios, Ryan Richard M., Sheldon Kennon M., Soenens Bart, Van Petegem Stijn, Verstuyf Joke. 2015. “Basic Psychological Need Satisfaction, Need Frustration, and Need Strength Across Four Cultures.” Motivation and Emotion 39 (2): 216–236. doi:10.1007/s11031-014-9450-1.
  • Cohen, S., T. Kamarck, and R. Mermelstein. 1983. “A Global Measure of Perceived Stress.” Journal of Health and Social Behavior, 24, 385–396. doi:10.2307/2136404.
  • Cohen, S., T. Kamarck, and R. Mermelstein. 1994. Perceived Stress Scale. Measuring Stress: A Guide for Health and Social Scientists, 10. https://www.northottawawellnessfoundation.org/wp-content/uploads/2018/04/PerceivedStressScale.pdf.
  • Deci, E. L., and R. M. Ryan. 1985. “The General Causality Orientations Scale: Self-determination in Personality.” Journal of Research in Personality 19: 109–134. doi:10.1016/0092-6566(85)90023-6.
  • Deci, E. L., and R. M. Ryan. 2010. “Intrinsic Motivation.” The Corsini Encyclopedia of Psychology, 1–2. doi:10.1002/9780470479216.corpsy0467.
  • Demetrovics Zsolt, Urbán Róbert, Nagygyörgy Katalin, Farkas Judit, Griffiths Mark D., Pápay Orsolya, Kökönyei Gyöngyi, Felvinczi Katalin, Oláh Attila, Laks Jerson. 2012. “The Development of the Problematic Online Gaming Questionnaire (POGQ).” PloS one 7 (5): e36417. doi:10.1371/journal.pone.0036417.
  • Denisova, A., A. I. Nordin, and P. Cairns. 2016. “The Convergence of Player Experience Questionnaires.” In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 33–37. ACM. doi:10.1145/2967934.2968095.
  • Diedenhofen, B., and J. Musch. 2015. “cocor: A Comprehensive Solution for the Statistical Comparison of Correlations.” PLoS ONE 10 (4): e0121945. doi:10.1371/journal.pone.0121945.
  • Endress, S. I., E. D. Mekler, and K. Opwis. 2016. It’s Like I Would Die as Well: Gratifications of Fearful Game Experience. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 149–155. ACM. doi:10.1145/2968120.2987716.
  • Fokkinga, S., and P. Desmet. 2012. “Meaningful Mix or Tricky Conflict? A Categorization of Mixed Emotional Experiences and Their Usefulness for Design.” In Proceedings of the 8th International Design and Emotion Conference, 11–14. London: Central Saint Martin College of Art & Design. http://resolver.tudelft.nl/uuid:dca821fe-db93-4bdb-b783-588a098d55db.
  • Fornell, C., and D. F. Larcker. 1981. “Evaluating Structural Equation Models with Unobservable Variables and Measurement Error.” Journal of Marketing Research 18 (1): 39–50. doi:10.1177/002224378101800104.
  • Fumero, A., R. J. Marrero, J. M. Bethencourt, and W. Peñate. 2020. “Risk Factors of Internet Gaming Disorder Symptoms in Spanish Adolescents.” Computers in Human Behavior 111: 106416. doi:10.1016/j.chb.2020.106416.
  • Gowler, C., and I. Iacovides. 2019. “‘Horror, Guilt and Shame’ – Uncomfortable Experiences in Digital Games.” In CHI PLAY 2019. York. doi:10.1145/3311350.3347179.
  • Grayson, N. 2017, March 7. Frustration Can Improve Video Games, Designer Found. https://kotaku.com/frustration-can-improve-video-games-designer-found-1793045192.
  • Hagger, M. S., and N. L. Chatzisarantis. 2007. “Advances in Self-determination Theory Research in Sport and Exercise.” Psychology of Sport and Exercise 8 (5): 597–599. doi:10.1016/j.psychsport.2007.06.003.
  • Hagström, D., and V. Kaldo. 2014. “Escapism among Players of MMORPGs – Conceptual Clarification, its Relation to Mental Health Factors, and Development of a new Measure. Cyberpsychology.” Cyberpsychology, Behavior, and Social Networking 17 (1): 19–25. doi:10.1089/cyber.2012.0222.
  • Hair Jr, J. F., W. C. Black, B. J. Babin, and R. E. Anderson. 2010. Multivariate Data Analysis (7th ed.). Upper Saddle River, NJ: Prentice Hall.
  • Hamari Juho, Hanner Nicolai, Koivisto Jonna. 2020. “"Why pay Premium in Freemium Services?" A Study on Perceived Value, Continued use and Purchase Intentions in Free-to-Play Games.” International Journal of Information Management 51: 102040. doi:10.1016/j.ijinfomgt.2019.102040.
  • Hoe, S. L. 2008. “Issues and Procedures in Adopting Structural Equation Modeling Technique.” Journal of Applied Quantitative Methods 3 (1): 76–83.
  • Holding, A. C., A. St-Jacques, J. Verner-Filion, F. Kachanoff, and R. Koestner. 2020. “Sacrifice – but at What Price? A Longitudinal Study of Young Adults’ Sacrifice of Basic Psychological Needs in Pursuit of Career Goals.” Motivation and Emotion 44 (1): 99–115. doi:10.1007/s11031-019-09777-7.
  • Huang, H. C., G. Y. Liao, K. L. Chiu, and C. I. Teng. 2017. “How Is Frustration Related to Online Gamer Loyalty? A Synthesis of Multiple Theories.” Cyberpsychology, Behavior, and Social Networking 20 (11): 683–688. doi:10.1089/cyber.2017.0023.
  • Iten, G. H., S. T. Steinemann, and K. Opwis. 2018, April. “Choosing to Help Monsters: A Mixed-Method Examination of Meaningful Choices in Narrative-Rich Games and Interactive Narratives.” In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 341. ACM. doi:10.1145/3173574.3173915.
  • Johnson, D., M. J. Gardner, and R. Perry. 2018. “Validation of Two Game Experience Scales: The Player Experience of Need Satisfaction (PENS) and Game Experience Questionnaire (GEQ).” International Journal of Human-Computer Studies 118: 38–46. doi:10.1016/j.ijhcs.2018.05.003.
  • Jørgensen, K. 2016. “The Positive Discomfort of Spec Ops: The Line.” Game Studies 16: 2. http://gamestudies.org/1602/articles/jorgensenkristine.
  • Klimmt, C., C. Blake, D. Hefner, P. Vorderer, and C. Roth. 2009. “Player Performance, Satisfaction, and Video Game Enjoyment.” In International Conference on Entertainment Computing, 1–12. Berlin, Heidelberg: Springer.
  • Kline, R. B. 2015. Principles and Practice of Structural Equation Modeling. New York: Guilford publications.
  • Laato, S., A. N. Islam, and T. H. Laine. 2020. “Did Location-based Games Motivate Players to Socialize During COVID-19?” Telematics and Informatics 54: 101458. doi:10.1016/j.tele.2020.101458.
  • Lee, W., and J. Reeve. 2020. “Brain Gray Matter Correlates of General Psychological Need Satisfaction: A Voxel-based Morphometry Study.” Motivation and Emotion 44 (1): 151–158. doi:10.1007/s11031-019-09799-1.
  • Liao, G. Y., T. C. E. Cheng, W. L. Shiau, and C. I. Teng. 2021. “Impact of Online Gamers’ Conscientiousness on Team Function Engagement and Loyalty.” Decision Support Systems 142: 113468. doi:10.1016/j.dss.2020.113468.
  • Liao, G. Y., H. C. Huang, and C. I. Teng. 2016. “When Does Frustration Not Reduce Continuance Intention of Online Gamers? The Expectancy Disconfirmation Perspective.” Journal of Electronic Commerce Research 17 (1): 65. http://www.jecr.org/node/487.
  • Liga, F., S. Ingoglia, F. Cuzzocrea, C. Inguglia, S. Costa, A. Lo Coco, and R. Larcan. 2020. “The Basic Psychological Need Satisfaction and Frustration Scale: Construct and Predictive Validity in the Italian Context.” Journal of Personality Assessment, 102 (1): 102–112. doi:10.1080/00223891.2018.1504053.
  • Liu, Y., and H. Li. 2011. “Exploring the Impact of Use Context on Mobile Hedonic Services Adoption: An Empirical Study on Mobile Gaming in China.” Computers in Human Behavior 27 (2): 890–898. doi:10.1016/j.chb.2010.11.014.
  • Martela, F., C. R. DeHaan, and R. M. Ryan. 2016. “On Enhancing and Diminishing Energy Through Psychological Means: Research on Vitality and Depletion from Self-Determination Theory.” In Self-regulation and ego Control, 67–85. Academic Press. doi:10.1016/B978-0-12-801850-7.00004-4.
  • McAloon, A. 2017. How Intentionally Frustrating Players can Lead to Better Game Design. https://www.gamasutra.com/view/news/293508/How_intentionally_frustrating_players_can_lead_to_better_game_design.php.
  • Mills, D. J., M. Milyavskaya, N. L. Heath, and J. L. Derevensky. 2018a. “Gaming Motivation and Problematic Video Gaming: The Role of Needs Frustration.” European Journal of Social Psychology 48 (4): 551–559. doi:10.1002/ejsp.2343.
  • Mills, D. J., M. Milyavskaya, J. Mettler, and N. L. Heath. 2018c. “Exploring the Pull and Push Underlying Problem Video Game use: A Self-determination Theory Approach.” Personality and Individual Differences 135: 176–181. doi:10.1016/j.paid.2018.07.007.
  • Mills, D. J., M. Milyavskaya, J. Mettler, N. L. Heath, and J. L. Derevensky. 2018b. “How Do Passion for Video Games and Needs Frustration Explain Time Spent Gaming?” British Journal of Social Psychology 57 (2): 461–481. doi:10.1111/bjso.12239.
  • Milyavskaya, M., and R. Koestner. 2011. “Psychological Needs, Motivation, and Well-being: A Test of Self-determination Theory Across Multiple Domains.” Personality and Individual Differences 50 (3): 387–391. doi:10.1016/j.paid.2010.10.029.
  • Montola, M. 2010. The Positive Negative Experience in Extreme Role-Playing. The Foundation Stone of Nordic Larp, 153. http://www.digra.org/digital-library/publications/the-positive-negative-experience-in-extreme-role-playing/.
  • Mora-Cantallops, M., and MÁ Sicilia. 2018. “Exploring Player Experience in Ranked League of Legends.” Behaviour & Information Technology 37 (12): 1224–1236. doi:10.1080/0144929X.2018.1492631.
  • Ninja Theory. 2017. Hellblade: Senua's Sacrifice. Cambridge: Ninja Theory.
  • Oliver, M. B., N. D. Bowman, J. K. Woolley, R. Rogers, B. I. Sherrick, and M. Y. Chung. 2016. “Video Games as Meaningful Entertainment Experiences.” Psychology of Popular Media Culture 5 (4): 390–405. doi:10.1037/ppm0000066.
  • Phan, M. H., J. R. Keebler, and B. S. Chaparro. 2016. “The Development and Validation of the Game User Experience Satisfaction Scale (GUESS).” Human Factors: The Journal of the Human Factors and Ergonomics Society 58 (8): 1217–1247. doi:10.1177/0018720816669646.
  • Przybylski, A. K., C. S. Rigby, and R. M. Ryan. 2010. “A Motivational Model of Video Game Engagement.” Review of General Psychology 14 (2): 154–166. doi:10.1037/a0019440.
  • Przybylski, A. K., N. Weinstein, R. M. Ryan, and C. S. Rigby. 2009. “Having to Versus Wanting to Play: Background and Consequences of Harmonious Versus Obsessive Engagement in Video Games.” CyberPsychology & Behavior 12 (5): 485–492. doi:10.1089/cpb.2009.0083.
  • Rapp, A. 2020. “An Exploration of World of Warcraft for the Gamification of Virtual Organizations.” Electronic Commerce Research and Applications 42: 100985. doi:10.1016/j.elerap.2020.100985.
  • Red Hook Studios. 2016. Darkest Dungeon. Vancouver: Merge Games.
  • Reis, H. T., K. M. Sheldon, S. L. Gable, J. Roscoe, and R. M. Ryan. 2000. “Daily Well-being: the Role of Autonomy, Competence, and Relatedness.” Personality and Social Psychology Bulletin 26 (4): 419–435. doi:10.1177/0146167200266002.
  • Rieger, D., L. Reinecke, L. Frischlich, and G. Bente. 2014. “Media Entertainment and Well-being-linking Hedonic and Eudaimonic Entertainment Experience to Media-induced Recovery and Vitality.” Journal of Communication 64 (3): 456–478. doi:10.1111/jcom.12097.
  • Rigby, S., and R. Ryan. 2007. The Player Experience Of Need Satisfaction (PENS) Model. Immersyve Inc, 1–22. https://natronbaxter.com/wp-content/uploads/2010/05/PENS_Sept07.pdf.
  • Rigby, S., and R. M. Ryan. 2011. Glued to Games: How Video Games Draw us in and Hold us Spellbound: How Video Games Draw us in and Hold us Spellbound. Santa Barbara, CA: AbC-CLIo.
  • Ryan, R. M. 1995. “Psychological Needs and the Facilitation of Integrative Processes.” Journal of Personality 63: 397–427. doi:10.1111/j.1467-6494.1995.tb00501.x.
  • Ryan, R. M., and E. L. Deci. 2000. “The Darker and Brighter Sides of Human Existence: Basic Psychological Needs as a Unifying Concept.” Psychological Inquiry 11 (4): 319–338. doi:10.1207/S15327965PLI1104_03.
  • Ryan, R. M., and E. L. Deci. 2017. Self-determination Theory: Basic Psychological Needs in Motivation, Development, and Wellness. New York: Guilford Publications.
  • Ryan, R. M., and C. Frederick. 1997. “On Energy, Personality, and Health: Subjective Vitality as a Dynamic Reflection of Well-being.” Journal of Personality 65 (3): 529–565. doi:10.1111/j.1467-6494.1997.tb00326.x.
  • Ryan, R. M., C. S. Rigby, and A. Przybylski. 2006. “The Motivational Pull of Video Games: A Self-determination Theory Approach.” Motivation and Emotion 30 (4): 344–360. doi:10.1007/s11031-006-9051-8.
  • Scerri, M., A. Anderson, V. Stavropoulos, and E. Hu. 2019. “Need Fulfilment and Internet Gaming Disorder: A Preliminary Integrative Model.” Addictive Behaviors Reports 9: 100144. doi:10.1016/j.abrep.2018.100144.
  • Sheldon, K. M., A. J. Elliot, R. M. Ryan, V. Chirkov, Y. Kim, C. Wu, D. Meliksah, and Z. Sun. 2004. “Self-concordance and Subjective Well-being in Four Cultures.” Journal of Cross-Cultural Psychology 35 (2): 209–223. doi:10.1177/0022022103262245.
  • Sheldon, K. M., and J. C. Hilpert. 2012. “The Balanced Measure of Psychological Needs (BMPN) Scale: An Alternative Domain General Measure of Need Satisfaction.” Motivation and Emotion 36 (4): 439–451. doi:10.1007/s11031-012-9279-4.
  • Sherry, J. L. 2004. “Flow and Media Enjoyment.” Communication Theory 14 (4): 328–347. doi:10.1111/j.1468-2885.2004.tb00318.x.
  • Stebbings, J., I. M. Taylor, C. M. Spray, and N. Ntoumanis. 2012. “Antecedents of Perceived Coach Interpersonal Behaviors: The Coaching Environment and Coach Psychological Well- and Ill-being.” Journal of Sport and Exercise Psychology 34 (4): 481–502. doi:10.1123/jsep.34.4.481.
  • Sweetser, P., and P. Wyeth. 2005. “GameFlow: A Model for Evaluating Player Enjoyment in Games.” Computers in Entertainment 3 (3): 3–3. doi:10.1145/1077246.1077253.
  • Tóth-Király, I., B. Bőthe, A. N. Márki, A. Rigó, and G. Orosz. 2019. “Two Sides of the Same Coin: The Differentiating Role of Need Satisfaction and Frustration in Passion for Screen-based Activities.” European Journal of Social Psychology 49 (6): 1190–1205. doi:10.1002/ejsp.2588.
  • Uysal, A. 2016. “Commitment to Multiplayer Online Games: An Investment Model Approach.” Computers in Human Behavior 61: 357–363. doi:10.1016/j.chb.2016.03.028.
  • Vanhee, G., G. Lemmens, and L. L. Verhofstadt. 2016. “Relationship Satisfaction: High Need Satisfaction or Low Need Frustration?” Social Behavior and Personality: an International Journal 44 (6): 923–930. doi:10.2224/sbp.2016.44.6.923.
  • Vansteenkiste, M., and R. M. Ryan. 2013. “On Psychological Growth and Vulnerability: Basic Psychological Need Satisfaction and Need Frustration as a Unifying Principle.” Journal of Psychotherapy Integration 23 (3): 263. doi:10.1037/a0032359.
  • Vella, K., D. Johnson, and L. Hides. 2013. “Positively Playful: When Videogames Lead to Player Wellbeing.” In Proceedings of the First International Conference on Gameful Design, Research, and Applications, 99–102. ACM. doi:10.1145/2583008.2583024.
  • Vella, K., D. Johnson, and L. Hides. 2015. “Playing Alone, Playing with Others: Differences in Player Experience and Indicators of Wellbeing.” In Proceedings of the 2015 Annual Symposium On Computer-Human Interaction in Play, 3–12. ACM. doi:10.1145/2793107.2793118.
  • Wan, C. S., and W. B. Chiou. 2006. “Psychological Motives and Online Games Addiction: A Test of Flow Theory and Humanistic Needs Theory for Taiwanese Adolescents.” CyberPsychology & Behavior 9 (3): 317–324. doi:10.1089/cpb.2006.9.317.
  • Wang, C., H. C. K. Hsu, E. M. Bonem, J. D. Moss, S. Yu, D. B. Nelson, and C. Levesque-Bristol. 2019. “Need Satisfaction and Need Dissatisfaction: A Comparative Study of Online and Face-to-Face Learning Contexts.” Computers in Human Behavior 95: 114–125. doi:10.1016/j.chb.2019.01.034.
  • Warburton, V. E., J. C. Wang, K. J. Bartholomew, R. L. Tuff, and K. C. Bishop. 2020. “Need Satisfaction and Need Frustration as Distinct and Potentially Co-occurring Constructs: Need Profiles Examined in Physical Education and Sport.” Motivation and Emotion, 44, 54–66.
  • Whitby, M. A., C. S. Deterding, and I. Iacovides. 2019. “‘One of the Baddies All Along’: Moments that Challenge a Player’s Perspective.” In CHI PLAY 2019. ACM. doi:10.1145/3311350.3347192.
  • Xu, Z., O. Turel, and Y. Yuan. 2012. “Online Game Addiction among Adolescents: Motivation and Prevention Factors.” European Journal of Information Systems 21 (3): 321–340. doi:10.1057/ejis.2011.56.