Achievement Motivation, Meaning in Life, and Well-Being Among Video Game Players

电子游戏玩家的成就动机、人生意义和幸福感

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Abstract

BACKGROUND/OBJECTIVES: The present study aimed to examine the associations among achievement motivation, meaning in life, and well-being among video game players and to investigate differences between players with approach- and avoidance-oriented motivations. METHODS: The sample consisted of 296 university students who reported playing video games (192 men and 104 women), aged 18 to 35 years (M = 22.62; SD = 2.64). Participants completed a battery of self-report measures, including the Achievement Goal Questionnaire, the Meaning in Life Questionnaire, and the WHO-5 Well-Being Index, administered anonymously. RESULTS: Mediation analyses revealed that meaning in life was a significant mediator in the relationship between approach-oriented mastery goals and well-being (Ind = 0.07; 95% CI [0.02, 0.12]). However, no significant mediation effect was found for approach-oriented performance goals (Ind = 0.04; 95% CI [-0.01, 0.09]). Independent-samples t-tests indicated that participants with approach-oriented motivations reported significantly higher levels of meaning in life (t(294) = 4.44; p < 0.001), presence of meaning (t(294) = 5.74; p < 0.001), and well-being (t(294) = 5.52; p < 0.001) compared to those with avoidance-oriented motivations. CONCLUSIONS: The findings suggest that approach-oriented achievement motivations among players are positively associated with meaning in life and are indirectly associated with higher well-being, whereas avoidance-oriented motivations are associated with lower levels of well-being. These results carry potential implications for game design, education, and psychotherapy.

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