Gaming-contingent self-worth, gaming motivation, and Internet Gaming Disorder

Charlotte L. Beard, Robert E. Wickham

Research output: Contribution to journalArticlepeer-review

73 Scopus citations

Abstract

The relationship between problematic gaming behavior and self-esteem is well-documented (King & Delfabbro, 2014). Moreover, the basic needs component of Self-Determination Theory has also been proposed as an organizing framework to understand gaming motivation (Lafrenière, Verner-Filion, & Vallerand, 2012; Ryan, Rigby, & Przybylski, 2006). Building on these ideas, the current study describes the development of a measure of contingent self-worth (Crocker, Luhtanen, Cooper, & Bouvrette, 2003; Crocker & Wolfe, 2001) specific to gaming experiences within Massively-Multiplayer Online Role Playing Games (MMORPGs), and explores the association between Gaming-Contingent Self-Worth (GCSW) and symptoms of Internet Gaming Disorder (IGD). A sample of MMORPG players was recruited through Amazon's Mechanical Turk (n = 600) to evaluate the reliability and validity of a GCSW scale. Exploratory and confirmatory factor analysis was used to identify a 29-item measure comprised of four components, including validation seeking, reward orientation, competition focus, and detachment. Additional analyses supported the hypothesis that GCSW is a strong predictor of IGD symptoms, beyond the contribution of motivation based on behavioral activities within the game.

Original languageEnglish (US)
Pages (from-to)507-515
Number of pages9
JournalComputers in Human Behavior
Volume61
DOIs
StatePublished - Aug 1 2016
Externally publishedYes

Keywords

  • Cognitive distortions
  • Contingencies of self-worth
  • Internet Gaming Disorder
  • Motivation
  • Self-determination theory

ASJC Scopus subject areas

  • Arts and Humanities (miscellaneous)
  • Human-Computer Interaction
  • General Psychology

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