The Basic Needs in Games Model of Video Game Play and Mental Health
Year: 2024
Type: article
Abstract: Existing theories of how game use relates to mental health have important limitations: few account for both quantity and quality of use, differentiate components of mental health (hedonic wellbeing, eudaimonic wellbeing and illbeing), provide an explanation for both positive and negative outcomes or readily explain the well-evidenced absence of playtime effects on mental health. Many also lack the specificity to be readily falsifiable. In response, we present the Basic Needs in Games (BANG) model. Grounded in self-determination theory, BANG proposes that mental health outcomes of game use are in large part mediated by the motivational quality of play and the extent to which play quantity and quality lead to need satisfaction or frustration. We show how BANG addresses the limitations of current theories and aligns with emerging evidence on the etiologies of disordered play. Thus, BANG advances HCI theory on the impact of games and other interactive technologies on mental health.
Source: Interacting with Computers
DOI: 10.1093/iwc/iwae042
Authors: Nick Ballou, Sebastian Deterding
Institutions: Queen Mary University of London, Imperial College London
Language: English
Topic: Digital Games and Media
Subfield: Sociology and Political Science
Field: Social Sciences
Domain: Social Sciences
Open Access status: hybrid
Estimated APC paid: $3,861
OpenAlex ID: W4403284841
