Last activity on May 29, 2026
This study establishes how gaming is a way for gamers to try and fulfill these needs, however we can see that spending too much time in game in an attempt to feel this fulfillment detracts from their ability to fill these needs more fully in real life.
Richard M. Ryan · C. Scott Rigby · Andrew Przybylski
“Although our findings do not directly speak to overall rates of problematic gaming, they highlight that when problematic gaming is observed, it may be useful to focus outside of videogames themselves as a cause of the problem. For instance, when confronted with obsessive passion for videogames, players, parents, friends, or mental health practitioners might usefully first look to the broader context surrounding videogame play. Specifically, encouraging the person to diversify their interests, with associated increased opportunities to derive need satisfaction from other sources might be the most impactful path to deal with problematic gaming.”
Johnson, D., Formosa, J., Perry, R., Lalande, D., Türkay, S., Obst, P., & Mandryk, R. (2021). Unsatisfied needs as a predictor of obsessive passion for videogame play. Psychology of Popular Media. https://doi.org/10.1037/ppm0000299
“Finally, while videogame passion may have the potential to influence problematic videogame play, the findings highlight that the ability to which an individual is able to meet important psychological needs plays a very important role in the likelihood of certain behaviours occurring. In order to prevent problematic videogame play, people should look outside the activity and into other important domains of life which may help an individual to meet their basic psychological needs.”
Formosa, J., Johnson, D., Türkay, S., & Mandryk, R. L. (2022). Need satisfaction, passion and wellbeing effects of videogame play prior to and during the COVID-19 pandemic. Computers in Human Behavior, 131, 107232.
“Given the staggering popularity of video games, it is critically important to understand how they influence people’s lives. This study demonstrated that the satisfaction and frustration of basic psychological needs in everyday life and in video games serve as reliable predictors of IGD scores and well-being. The need-satisfying power of video games makes them highly enjoyable, but it may also make them dangerous, especially for people whose psychological needs are unsatisfied in the real world.“
Johnie J. Allen , Craig A. Anderson
“Basic Psychological Needs as Predictors of Resilience”
The basic psychological needs theory (BPNT; Deci and Ryan, 2002) is one of the mini theories in self-determination theory (Deci and Ryan, 1985, 2000; Ryan and Deci, 2000, 2020; SDT) that emphasizes the intrinsic motivation and addresses three basic needs of human beings that are inherent as inner motivational resources. Basic psychological needs are needs for autonomy, competence, and relatedness (Ryan and Deci, 2000, 2017). The three psychological needs indeed play a prominent role in development, adjustment, and wellness across cultures, with strong implications for basic motivational domains, applied practices, and even broad social policies (Gillison et al., 2019).”
“The basic psychological needs indeed may improve the level of resilience. For example, in two longitudinal programs, the Kauai longitudinal study and the Minnesota parent-child project, they have shown that individuals who availed themselves of informal sources of support in the community, and whose lives subsequently took a positive turn, differed in significant ways from those who did not make use of such options (Werner and Smith, 2001; Yates et al., 2003; Werner, 2013). Meanwhile, scholastic competence at age 10 was also positively linked to self-efficacy and the ability to make realistic plans at age 18 (Werner and Smith, 2001; Yates et al., 2003; Werner, 2013). Moreover, boys who were more autonomous at age 2 encountered fewer stressful life events in the first decade of life and had fewer health problems in childhood and adolescence; girls who were more autonomous as toddlers had fewer health problems in each decade of life and fewer coping problems by age 40 (Werner and Smith, 1992).”
“Real-world frustration can prompt individuals to pursue gameplay as a means to escape from frustration-associated negative emotions (Reinecke, 2009), indicating that real-world frustration can be a valid driver of game escapism. Real-world frustration may arise due to unfulfilled basic needs, as advocated in self-determination theory (SDT) (Deci and Ryan, 2000). We used SDT to derive three types of frustration that correspond to the three basic needs, i.e., autonomy, competence, and relatedness needs. For example, individuals in the real world may feel controlled by external forces or pressure (autonomy frustration), experience failure and doubt their own efficacy (competency frustration), and experience relational exclusion and loneliness (relatedness frustration).”
Gen-Yih Liao, Thi Tuan Linh Pham, Hsin-Yi Huang, T.C.E. Cheng, Ching-I Teng
“This study provides evidence that unmet needs in off-screen life (e.g., social isolation, low control over one’s environment), in tandem with poor executive function (e.g., low self-control), together are potent predictors for PVGU and IGD. Importantly, as such risk factors accumulate in the individual without being offset by protective factors, the risk of PVGU and IGD may grow concomitantly. Taken together, the results of this study suggest that a risk and resilience approach to IGD may be valuable both for understanding the development of IGD and for informing clinical interventions.“