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Need satisfaction, passion, empathy and helping behaviour in videogame play
Queensland University of Technology (QUT), Australia.
Institute of Psychology, University of Klagenfurt, Klagenfurt am Wörthersee, Austria.ORCID-id: 0000-0003-1054-9462
Queensland University of Technology (QUT), Australia.
Queensland University of Technology (QUT), Australia.
2021 (engelsk)Inngår i: Computers in human behavior, ISSN 0747-5632, E-ISSN 1873-7692, Vol. 122, artikkel-id 106817Artikkel i tidsskrift (Fagfellevurdert) Published
Abstract [en]

The primary aim of the current study was to explore the extent to which videogame helping behaviour could be explained by need satisfaction and passion. The study extends previous research by looking specifically at in-game helping behaviour which has relevance for a range of wellbeing outcomes as well as reducing in-game toxicity. Survey data were collected from 389 participants assessing need satisfaction, passion, empathy and in-game helping behaviour during the past four weeks. Path analysis revealed that helping behaviour is associated with empathy which is more likely in the context of harmonious passion and less likely in context of obsessive passion. Competence and Relatedness were also found to increase the likelihood of helping behaviour.

sted, utgiver, år, opplag, sider
Elsevier, 2021. Vol. 122, artikkel-id 106817
Emneord [en]
Videogames, Prosocial behaviour, Helping, Self-determination, Passion, Empathy
HSV kategori
Forskningsprogram
Psykologi; Datavetenskap
Identifikatorer
URN: urn:nbn:se:oru:diva-91440DOI: 10.1016/j.chb.2021.106817ISI: 000658930700004Scopus ID: 2-s2.0-85105247218OAI: oai:DiVA.org:oru-91440DiVA, id: diva2:1547110
Tilgjengelig fra: 2021-04-25 Laget: 2021-04-25 Sist oppdatert: 2025-02-17bibliografisk kontrollert

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Need satisfaction, passion, empathy and helping behaviour in videogame play(2253 kB)128 nedlastinger
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