T'ng Soo Ting, Ho Khee Hoong, Pau Kee
Department of Psychology and Counselling, Faculty of Arts and Social Science (FAS), Universiti Tunku Abdul Rahman (UTAR), Jalan Universiti, Bandar Barat, 31900 Kampar, Perak Malaysia.
Department of Psychology and Counselling, Faculty of Human Development, Universiti Pendidikan Sultan Idris, 35900 Tanjung Malim, Perak Malaysia.
Int J Ment Health Addict. 2022 Apr 25:1-21. doi: 10.1007/s11469-022-00825-x.
Playing mobile MOBA games has become a popular leisure activity among Malaysian youth. However, MOBA games are highly addictive and have negative impacts on adult development. Inadequate local studies investigated the risk factors of excessive MOBA gameplay. The present study examined the (1) predictive role of need frustration on Internet gaming disorder (IGD) and (2) mediating effect of gaming motives. A total of 398 mobile MOBA gamers aged 18 to 29 participated in this cross-sectional online survey study. The findings showed that need frustration positively predicted IGD. Social, escape, competition, coping, and skill motives were significant mediators for the association between need frustration and IGD. However, fantasy and recreation motives were not significant mediators. MOBA players who were frustrated while fulfilling their basic needs may succumb to uncontrollable gaming behavior. Therefore, future prevention and intervention programs should cultivate positive mental strength for youth while meeting their basic needs.
玩手机MOBA游戏已成为马来西亚年轻人中一项受欢迎的休闲活动。然而,MOBA游戏极易让人上瘾,且对青少年发展有负面影响。当地针对过度玩MOBA游戏的风险因素的研究不足。本研究考察了(1)需求挫折对网络游戏障碍(IGD)的预测作用,以及(2)游戏动机的中介作用。共有398名年龄在18至29岁之间的手机MOBA游戏玩家参与了这项横断面在线调查研究。研究结果表明,需求挫折对IGD有正向预测作用。社交、逃避、竞争、应对和技能动机是需求挫折与IGD之间关联的显著中介变量。然而,幻想和娱乐动机并非显著的中介变量。在满足基本需求时受挫的MOBA玩家可能会陷入无法控制的游戏行为。因此,未来的预防和干预项目应在满足青少年基本需求的同时,培养他们积极的心理力量。