Need satisfaction, passion, empathy and helping behaviour in videogame play

نویسندگان

چکیده

The primary aim of the current study was to explore extent which videogame helping behaviour could be explained by need satisfaction and passion. extends previous research looking specifically at in-game has relevance for a range wellbeing outcomes as well reducing toxicity. Survey data were collected from 389 participants assessing satisfaction, passion, empathy during past four weeks. Path analysis revealed that is associated with more likely in context harmonious passion less obsessive Competence Relatedness also found increase likelihood behaviour. • Passion only indirectly via empathy. are Harmonious competence, autonomy relatedness. Obsessive relatedness (and not competence nor autonomy). Building may help reduce toxicity improve wellbeing.

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ژورنال

عنوان ژورنال: Computers in Human Behavior

سال: 2021

ISSN: ['1873-7692', '0747-5632']

DOI: https://doi.org/10.1016/j.chb.2021.106817