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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 (English)In: Computers in human behavior, ISSN 0747-5632, E-ISSN 1873-7692, Vol. 122, article id 106817Article in journal (Refereed) 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.

Place, publisher, year, edition, pages
Elsevier, 2021. Vol. 122, article id 106817
Keywords [en]
Videogames, Prosocial behaviour, Helping, Self-determination, Passion, Empathy
National Category
Sociology (Excluding Social Work, Social Anthropology, Demography and Criminology)
Research subject
Psychology; Computer Science
Identifiers
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
Available from: 2021-04-25 Created: 2021-04-25 Last updated: 2025-02-17Bibliographically approved

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Zhao, Xiang

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Citation style
  • apa
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Output format
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