Antons, Stephanie; Liebherr, M.; Brand, Matthias; Brandtner, Annika:
From game engagement to craving responses : The role of gratification and compensation experiences during video-gaming in casual and at-risk gamers
In: Addictive Behaviors Reports, Band 18 (2023), Artikel 100520
2023Artikel/Aufsatz in ZeitschriftOA Gold
PsychologieFakultät für Ingenieurwissenschaften » Informatik und Angewandte Kognitionswissenschaft » Angewandte Kognitions- und Medienwissenschaft » Allgemeine Psychologie: Kognition
Damit verbunden: 1 Publikation(en)
Titel in Englisch:
From game engagement to craving responses : The role of gratification and compensation experiences during video-gaming in casual and at-risk gamers
Autor*in:
Antons, StephanieUDE
GND
1199138185
LSF ID
58622
ORCID
0000-0003-3187-968XORCID iD
Sonstiges
der Hochschule zugeordnete*r Autor*in
korrespondierende*r Autor*in
;
Liebherr, M.UDE
GND
1154715647
LSF ID
59189
ORCID
0000-0001-8580-2464ORCID iD
ORCID
0000-0001-9058-8079ORCID iD
Sonstiges
der Hochschule zugeordnete*r Autor*in
;
Brand, MatthiasUDE
GND
123076773
LSF ID
50479
ORCID
0000-0002-4831-9542ORCID iD
Sonstiges
der Hochschule zugeordnete*r Autor*in
;
Brandtner, AnnikaUDE
GND
1286848784
LSF ID
61297
ORCID
0000-0002-7646-2338ORCID iD
Sonstiges
der Hochschule zugeordnete*r Autor*in
Erscheinungsjahr:
2023
Open Access?:
OA Gold
Scopus ID
Notiz:
CA Antons
Sprache des Textes:
Englisch
Schlagwort, Thema:
Craving ; Cue-reactivity ; Engagement ; Flow ; Gaming ; Immersion
Ressourcentyp:
Text

Abstract in Englisch:

Introduction: Although playing videogames is a common leisure activity some individuals develop problematic gaming behaviors or even symptoms of a gaming disorder. Game engagement may be involved in reinforcement learning that may result in experiences of craving, an important feature of gaming disorder. In the following study we aimed to approach the question which aspects contribute to increased craving for gaming. Methods: Overall, 439 individuals participated in an online survey, answering questionnaires on game engagement, experience of gratification and compensation, craving, and symptoms of gaming disorder. A mediation model testing if the association between game engagement and facets of craving are mediated by the experience of gratification and compensation during gaming. Results: Three facets of craving (reward/relief, physiological, obsessive craving) were statistically explained by game engagement and the experience of gratification and compensation. Models differed between casual gamers and at-risk gamers. The effects on reward/relief and physiological craving were fully mediated in the casual group and partially mediated in the at-risk group by gratification and compensation experiences. Conclusion: Game engagement may contribute to the development of craving by increasing the experience of gratification and compensation and thus might be important in reinforcement learning. Games evoking a high engagement may therefore have a higher addictive potential. Further processes potentially related to game engagement, such as intrusive thoughts and desire thinking, which are related to craving experiences, should be considered in future studies.