The nexus of video gaming experiences: The associations among basic needs in games, real-life basic needs, well-being indicators, and problematic online gaming

dc.contributor.authorSubasi, Mustafa
dc.contributor.authorGurkan, Emre
dc.contributor.authorKaraman, Hakan
dc.contributor.authorBulut, Sefa
dc.contributor.authorOsin, Evgeny N.
dc.date.accessioned2026-06-21T16:21:26Z
dc.date.created2026
dc.date.issued2026
dc.departmentBartın Üniversitesi
dc.description.abstractRecent research highlights the vital roles of basic needs in video gaming experiences. Both need-supportive and need-frustrating video gaming experiences have theoretical and practical implications for real-life need satisfaction and frustration, and well-being outcomes. This study aimed to adapt the Basic Needs in Games Scale into Turkish, tested the psychometric properties of gaming in general and gaming in a particular game versions of the Turkish Basic Needs in Games Scale, and investigated the associations among the Basic Needs in Games Scale, problematic online gaming, life satisfaction, meaning in life (i.e., coherence, purpose, significance), and real-life basic psychological needs. This study recruited a sample of 247 Turkishspeaking participants who played at least one video game over the past 2 weeks. The results provided evidence for the structural validity of the Turkish Basic Needs in Games Scale versions, and demonstrated good reliability for the Basic Needs in Games Scale subscales. The findings indicated that indicators of need satisfaction and frustration in games were primarily associated with their real-life counterparts and showed complex associations with life satisfaction, meaning in life, and problematic online gaming. The implications for further research on basic needs in video games are discussed.
dc.description.sponsorshipHSE University Basic Research Program
dc.description.sponsorshipThis study was prepared within the framework of the HSE University Basic Research Program.
dc.identifier.doi10.15805/addicta.2025.24142
dc.identifier.endpage116
dc.identifier.issn2148-7286
dc.identifier.issn2149-1305
dc.identifier.issue1
dc.identifier.scopus2-s2.0-105035725699
dc.identifier.scopusqualityQ4
dc.identifier.startpage108
dc.identifier.urihttp://doi.org/10.15805/addicta.2025.24142
dc.identifier.urihttps://hdl.handle.net/11772/27470
dc.identifier.volume13
dc.identifier.wosWOS:001734778600012
dc.identifier.wosqualityQ4
dc.indekslendigikaynakWeb of Science
dc.indekslendigikaynakScopus
dc.language.isoen
dc.publisherTurkish Green Crescent Soc
dc.relation.ispartofAddicta-the Turkish Journal on Addictions
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı
dc.rightsinfo:eu-repo/semantics/openAccess
dc.snmzKA_WoS_20260621
dc.subjectBasic Needs In Video Games
dc.subjectMeaning In Life
dc.subjectNeed Frustration
dc.subjectNeed Satisfaction
dc.subjectProblematic Online Gaming
dc.subjectWell-Being
dc.titleThe nexus of video gaming experiences: The associations among basic needs in games, real-life basic needs, well-being indicators, and problematic online gaming
dc.typeArticle
dspace.entity.typePublication

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