The Nexus of Video Gaming Experiences: The Associations Among Basic Needs in Games, Real-Life Basic Needs, Well-Being Indicators, and Problematic Online Gaming | Research Square window.SnipcartSettings = { analytics: { enabled: false } }; (function() { var accessVector = localStorage.getItem('access_vector') || ''; window.dataLayer = window.dataLayer || []; if (accessVector) { window.dataLayer.push({ user: { profile: { profileInfo: { snid: accessVector } } } }); } })(); (function(w,d,s,l,i){w[l]=w[l]||[];w[l].push({'gtm.start':new Date().getTime(),event:'gtm.js'});var f=d.getElementsByTagName(s)[0],j=d.createElement(s),dl=l!='dataLayer'?'&l='+l:'';j.async=true;j.src='https://www.googletagmanager.com/gtm.js?id='+i+dl;f.parentNode.insertBefore(j,f);})(window,document,'script','dataLayer','GTM-K279D39R'); Browse Preprints In Review Journals COVID-19 Preprints AJE Video Bytes Research Tools Research Promotion AJE Professional Editing AJE Rubriq About Preprint Platform In Review Editorial Policies Our Team Advisory Board Help Center Sign In Submit a Preprint Cite Share Download PDF Research Article The Nexus of Video Gaming Experiences: The Associations Among Basic Needs in Games, Real-Life Basic Needs, Well-Being Indicators, and Problematic Online Gaming Mustafa Subasi, Emre Gürkan, Hakan Karaman, Sefa Bulut, Evgeny N. Osin This is a preprint; it has not been peer reviewed by a journal. https://doi.org/ 10.21203/rs.3.rs-5591069/v1 This work is licensed under a CC BY 4.0 License Status: Posted Version 1 posted You are reading this latest preprint version Abstract Recent 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 (BANGS) into Turkish, tested the psychometric properties of “gaming in general” and “gaming in a particular game” versions of the Turkish BANGS, and investigated the associations among the BANGS, 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 Turkish-speaking participants who played at least a video game over the past two weeks. The results provided evidence for the structural validity of the Turkish BANGS versions, and demonstrated good reliability for the BANGS 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. Psychology Psychiatry basic needs in video games need satisfaction need frustration problematic online gaming meaning in life well-being Main Points When studying player experiences in video games and their effects on mental health, need satisfying and frustrating experiences (i.e., autonomy, competence, relatedness) play pivotal roles. The Basic Needs in Games Scale (BANGS) is a novel instrument for measuring need satisfaction and frustration in video games. The Turkish versions of the BANGS, considering particular or general gaming experiences, supported structural validity, demonstrated good reliability, and consistent psychometric properties across gender. Need satisfaction indicators in video games had predominantly positive associations with real-life need satisfaction indicators, meaning in life (i.e., coherence, purpose, significance), and well-being, and negative associations with problematic online gaming, while need frustration indicators had positive associations with real-life need frustration indicators and problematic online gaming. Introduction Recent research has increasingly focused on player experiences in video games. Researchers have particularly paid attention to flow, presence, engagement, immersion, and joy in gaming experiences of players when playing video games (Ballou et al., 2023 ). According to Statista ( 2024 ), there are 1.31 billion active video game players in 2024, equal to 16% of the world’s population. It is estimated that there will be 1.47 billion video game players worldwide in 2027, equal to 17.7% of the world’s population. The revenues from video games in a global scope currently correspond to $ 455.27 billion in 2024. This estimation is envisioned to exceed $ 625.64 billion in 2028 by a 37.42% growth. These statistics definitely indicate that video games have become so pervasive in our lives that a huge amount of the human population engages in them. The conceptualization and measurement of gaming experiences has gained increasing importance, particularly in educational and industrial contexts (Denisova et al., 2016 ). A large body of research has emphasized possible negative effects of video games such as aggression (Greitemeyer & Mügge, 2014 ), less academic achievement (Savić Tot et al., 2023 ), and worse physical health (Pelletier et al., 2020 ). In contrast, substantial research has demonstrated the positive effects of video games such as higher physical activity (LeBlanc et al., 2013 ), greater vitality and less psychological distress (Formosa et al., 2022 ), and promoting well-being (Barr & Copeland-Stewart, 2022 ). Player experiences play a pivotal role in the observed outcomes in video gaming as well as game contents, time-spent playing games, or game contexts (Sánchez et al., 2012 ). Player experience has an important position in digital games research to understand how games affect players (Denisova et al., 2016 ). In this context, self-determination theory (SDT) and basic psychological needs theory (BPNT) have increasingly been applied in recent video game research (Ryan, Rigby, & Przybylski, 2006 ; Tamborini et al., 2011 ). SDT suggests that basic psychological needs (i.e., autonomy, competence, relatedness) serve as universal fundamental nutriments for healthy functioning. When these needs are satisfied, individuals have greater well-being and psychological health. However, when these are thwarted or frustrated, individuals may experience negative outcomes in well-being and go through greater psychological distress. These basic needs have particularly been investigated in digital games in terms of motivation across genres, human-computer interaction, virtual reality, and problematic online gaming (Ballou, 2023 ; Ballou & Deterding, 2023 ; Ryan et al., 2006 ; Tamborini et al., 2011 ; Tyack & Mekler, 2020 ). A great deal of research has shown that when individuals’ basic needs are satisfied, they have higher levels of autonomous motivation, better engagement, stronger resilience, and beneficial well-being outcomes (e.g., Allen & Anderson, 2018 ; Formosa et al., 2022 ; Ijaz et al., 2020 ; Johannes et al., 2021 ; Tamborini et al., 2011 ; Vella et al., 2015 ). In contrast, research has indicated that when individuals’ basic needs are frustrated, they may experience an obsessive passion for games and spend more time in gaming (Mills et al., 2018a ) and demonstrate higher scores in problematic video gaming (Allen & Anderson, 2018 ; Mills et al., 2018b ; Mills & Allen, 2020 ). Despite these findings, results present a more complex picture since some studies demonstrated that need satisfaction had weak positive associations with problematic online gaming (e.g., Bender & Gentiler, 2020; Formosa et al., 2020) and that need frustration had moderate positive associations with them (e.g., Kosa & Uysal, 2021 ). Although previous research has underlined the measurement of basic psychological needs in video games, available instruments to measure need satisfaction and/or need frustration in video games have been criticized (e.g., Allen & Anderson, 2018 ; Kosa & Uysal, 2021 ). Ballou et al. ( 2023 ) argue that existing measures lack of including and effectively measuring need frustration, involving relatedness items in the contexts of single-player or multiplayer games, and demonstrating inadequate support for validity regarding various generality levels of video games. Thus, current measures of basic psychological needs assessment fail to capture the intended constructs of need satisfaction and frustration in video games contexts because of not including need frustration and taking on limited perspectives on basic needs, particularly concentrating on relatedness. Moreover, real-life measures of basic psychological needs are likely to be not suitable for video games contexts (Kosa & Uysal, 2021 ). To overcome these limitations and challenges, Ballou et al. ( 2023 ) developed the Basic Needs in Games Scale (BANGS), a measure of need satisfaction and frustration in video games based on SDT. The BANGS showed good structural validity and demonstrated a good model fit as well as longitudinal measurement invariance, criterion validity, and convergent validity. The final version of the BANGS included six three-item subscales for basic needs satisfaction and frustration (i.e., autonomy, competence, relatedness) in video games. The BANGS is based on the Basic Needs in Games (BANG) model relying on SDT (Ballou & Deterding, 2023 ). The BANG suggests that SDT can better explain when and why games influence well-being and mental health, particularly in the following areas: (1) better engaging in games through causal modeling, (2) including need frustration, (3) studying different levels of generality, and (4) specifying negative and positive outcomes of compensation. The BANG particularly proposes that need satisfaction and frustration in games at the contextual level regarding gaming experiences in a particular game or in general will translate into player’s need satisfaction and frustration at the global level (i.e., in life), supported by previous research (Allen, 2020 ; Allen & Anderson, 2018 ). The present research aims to investigate the psychometric properties of the BANGS in Turkish considering basic needs in gaming experiences in general and in a particular context. The current research attempts to achieve the following goals: (1) to confirm the structural validity of the two versions of the BANGS, (2) to test the configural, metric, scalar, and strict invariances of the two versions of the BANGS across gender, (3) to evaluate reliability scores of the two versions of the BANGS, and (4) to explore the associations among the BANGS versions, problematic online gaming, life satisfaction, meaning in life, and real-life basic psychological needs. Materials and Methods Participants We recruited a total of 251 Turkish-speaking participants. 247 university students were involved in the study as 4 participants did not meet the criteria (see Data Collection below). They were 63% female. Participants’ age ranged between 18 and 46 ( M = 21.70; SD = 3.58). 81% were undergraduate students, and 79% reported a medium level subjective economic status. Common examples of video games reported by the participants included Mobile Legeds, Valorant, PUBG, and much more. Measures Demographics . Demographic data included gender, education, subjective economic status, and marital status. Basic Needs in Games Scale (BANGS) (Ballou et al., 2023 ). The BANGS measures the satisfaction and frustration of basic psychological needs in games. It includes six three-item subscales for autonomy, competence, and relatedness in games including items such as “I could make choices regarding how to play [X],” “I felt that I made progress while playing [X],” and “I felt that other players and/or characters in [X] cared about me.” The BANGS is rated on a seven-point Likert scale from “1 = Strongly disagree” to “7 = Strongly agree.” So, it includes 18 items in total (i.e., 9 items for need satisfaction in games and 9 items for need frustration in games). The current research tested two versions of the BANGS in Turkish. The first version evaluated gaming experiences in general over the past two weeks, while the second version assessed gaming experiences in a particular game indicated by the participants over the past two weeks. The reliability scores of each BANGS version are provided in the Results section. Satisfaction with Life Scale (SWLS) (Diener et al., 1985 ). The SWLS has 5 items such as “The conditions of my life are excellent.” to evaluate a global judgment of satisfaction with life. The SWLS employs a five-point Likert from “1 = Strongly disagree” to “7 = Strongly agree.” The reliability score of the SWLS was as follows: SWLS (α = .88). Three Dimensional Meaning in Life Scale (3DM) (Martela & Steger, 2023 ). The 3DM encompasses three subscales (i.e., coherence, purpose, significance) having 11 items in total. Coherence (e.g., “I can make sense of my life”) and purpose (e.g., “I am highly committed to certain core goals in my life”) are four-item subscales, whereas significance (e.g., “My life is full of value”) includes three items. The 3DM employs a seven-point Likert scale from “1 = Not at all true” to “7 = Very true.” The reliability scores of the 3DM were as follows: Coherence (α = .80); Purpose (α = .86); Significance (α = .88). Balanced Measure of Psychological Needs Scale (BMPN) (Sheldon & Hilpert, 2012 ). The BMPN evaluates the satisfaction and frustration of each of basic psychological needs (i.e., autonomy, competence, relatedness) through six three-item scales including items such as “I was successfully completing difficult tasks and projects,” “I felt close and connected with other people who are important to me,” “I was really doing what interests me.” Each subscale employs a seven-point Likert scale from “1 = Strongly disagree” to “7 = Strongly agree.” The reliability scores of the BMPN were as follows: Autonomy Satisfaction (AUS) (α = .78); Autonomy Frustration (AUF) (α = .79); Competence Satisfaction (COS) (α = .81); Competence Frustration (COF) (α = .78); Relatedness Satisfaction (RES) (α = .82); Relatedness Frustration (REF) (α = .72). Problematic Online Gaming (POG) (Lemmens et al., 2009 ). This measure assesses problematic online gaming with seven three-item subscales (i.e., salience, tolerance, mood modification, relapse, withdrawal, conflict, and problems) including items such as “Have you felt addicted to a game?” This scale can also be calculated through a total of seven items in a shortened way. The present research used the seven-item version of the scale. The measure utilizes a five-point Likert scale from “1 = never” to “5 = very often.” The reliability score of the scale was as follows: POG (α = .89). Adaptation of the Turkish BANGS The present research adhered to the double-translation method. Two PhD students in psychology and counseling psychology did the initial translation of the BANGS into Turkish. An expert in psychology, an expert in social work, and three specialists in Turkish language evaluated the translated items. Two PhD students in psychology and social work translated this version of the items to English. Two experts in psychology reviewed the latest version of the BANGS. The finalized items of the BANGS included versions: basic psychological need satisfaction and frustration considering general gaming experiences and gaming experiences in a particular game. In a pilot study we recruited 60 participants to test the finalized items. All subscales regarding both scales demonstrated adequate reliability from .80 to .91 except for autonomy frustration subscale in both scales ranging from .68 to .74. Data Collection The present research was a cross-sectional study using convenience sampling. Inclusion criteria for taking part in the study were: being at least over 18 years old, being a student (e.g., preparatory, undergraduate, master, or doctorate), having played at least one video game in the past two weeks, and providing informed consent. Turkish validations of the scales were used. The present research collected data through a Google Forms link at the beginning of the second semester of the 2023–2024 academic year in Türkiye. The Commission for the Ethical Evaluation of Empirical Research Projects of the Department of Psychology at … University granted an ethical approval to this study. The present research followed the Helsinki Declaration and its later amendments, and ethical guidelines (e.g., anonymity, confidentiality, and voluntariness). Data Analysis The current research utilized R language to perform the analyses. Missing values, outliers, and normality assumptions were assessed. No missing data or outliers were found. The BANGS items were sufficiently normally distributed considering the suggestion by Tabachnick and Fidell ( 2013 ) that skewness and kurtosis values are acceptable when they range between − 1.5 and + 1.5. As recommended by Kline ( 2015 ), our sample size was adequate as it was at least 200 participants. First of all, we provided the descriptive statistics of the BANGS along with their corrected item-total scores, and carried out confirmatory factor analyses (CFAs) for both versions of the BANGS to test their structural validity. Second, we analyzed the measurement invariance of the BANGS across gender. Third, we calculated the reliability scores of both BANGS scales. Finally, we analyzed the associations among the BANGS scales, life satisfaction, meaning in life indicators, real-life basic psychological needs, and problematic online gaming. The current research employed several criteria as fit indices in CFAs (Hu & Bentler, 1999 ; West et al., 2012 ): the chi-square, the Comparative Fit Index (CFI), the Tucker-Lewis index (TLI), the Root Mean Square Error of Approximation (RMSEA), and the (Standardized) Root Mean Square Residual (SRMR). The chi-squared/df values should be less than 3 to indicate good fit, 5 to demonstrate acceptable fit, and 10 to show marginal fit. The CFI value should be higher than .95 to indicate good fit, .90 to demonstrate acceptable fit, and .85 to show marginal fit. The TLI value should be higher than .95 to indicate good fit, .90 to demonstrate acceptable fit, and .85 to show marginal fit. The RMSEA should be less than or equal to .08 to indicate good fit, .10 to demonstrate acceptable fit, and .12 to show marginal fit. The SRMR should be less than or equal to .08 to indicate good fit, .10 to demonstrate acceptable fit, and .12 to show marginal fit. Results Preliminary Analyses For the version of gaming experiences in general, the lowest and highest scores of the BANGS items’ mean, standard deviation, skewness, and kurtosis respectively ranged from 2.51 to 5.54; from 1.51 to 2.02; from − 1.17 to 1.10; from − 1.23 to 0.88. For the version of gaming experiences in a particular game, the lowest and highest scores of the BANGS items’ mean, standard deviation, skewness, and kurtosis respectively ranged from 2.44 to 5.67; from 1.49 to 2.12; from − 1.21 to 1.07; from − 1.35 to 1.00. Consequently, we assumed multivariate normality for each version. The item-total correlation of the items of version of gaming experiences in general ranged from .32 to 81. The item-total correlation of the items of version of gaming experiences in a particular game ranged from .41 to .84, showing similarity in each version. Factor Structure of the BANGS Versions To evaluate the factor structures of both versions of the BANGS, the CFAs for one-factor, two-factor, and six-factor models were conducted. The CFAs were performed through the R lavaan package using the maximum likelihood estimator and standard error with full information maximum likelihood. No modifications were made and no item was removed. One-factor, two-factor, and six-factor solutions of the BANGS versions were tested to assess the best fit to the data, to evaluate whether need satisfaction and frustration constructs can explain the variance in the items, and to confirm whether the BANGS subscales are replicated in Turkish. As shown in Table 1 , one-factor, and two-factor solutions of both versions of the BANGS demonstrated poor fit indices. Six-factor solutions of both versions of the BANGS indicated excellent fit indices. The factor loadings of the version of gaming experiences in general ranged from .42 to .91. The factor loadings of the version of gaming experiences in a particular game ranged from .53 to .90. Table 1 Fit indices for confirmatory factor analysis of both versions of the BANGS Model χ 2 df χ 2 /df CFI TLI SRMR RMSEA BANGS-General One-factor 1414.84 135 10.48 .39 .30 .19 .20 Two-factor 740.26 134 5.52 .71 .67 .12 .14 Six-factor 190.99 120 1.59 .97 .96 .05 .05 BANGS-Particular One-factor 1595.95 135 11.82 .46 .38 .19 .21 Two-factor 942.06 134 7.03 .70 .66 .13 .16 Six-factor 221.14 120 1.84 .96 .95 .04 .06 Note . χ 2 = Chi-square; df = Degree of Freedom; p = Significance; CFI = Comparative fit index; TLI = Tucker-Lewis Index; RMSEA = Root Mean Square Error of Approximation; SRMR = Standardized Root Mean Square Residual. Measurement Invariance of the BANGS Versions Across Gender To assess the configural, metric, scalar, and strict invariance of both versions of the BANGS, CFAs were performed across gender. As shown in Table 2 , all types of the invariance provided excellent or good fit indices for both versions of the BANGS, revealing consistent psychometric properties across gender in terms of the latent factor, factor loadings, metric equivalence, and residual variances. The general version of the BANGS had slightly better fit indices than the particular version of the BANGS. Table 2 Measurement Invariance of the BANGS Across Gender Model χ 2 df χ 2 /df CFI TLI SRMR RMSEA BANGS-General Configural invariance 313.83 234 1.34 .96 .95 .06 .05 Metric invariance 325.39 246 1.32 .96 .95 .07 .05 Scalar invariance 339.50 264 1.29 .96 .96 .07 .05 Strict invariance 371.74 282 1.32 .96 .95 .07 .05 BANGS-Particular Configural invariance 391.76 234 1.67 .94 .93 .05 .07 Metric invariance 405.89 246 1.65 .94 .93 .06 .07 Scalar invariance 416.50 264 1.58 .94 .94 .06 .07 Strict invariance 463.05 282 1.64 .93 .93 .06 .07 Note . χ 2 = Chi-square; df = Degree of Freedom; p = Significance; CFI = Comparative fit index; TLI = Tucker-Lewis Index; RMSEA = Root Mean Square Error of Approximation; SRMR = Standardized Root Mean Square Residual. Reliability Scores of the BANGS Versions To assess the reliability scores, Cronbach’s alpha and McDonald’s omega scores were calculated. The majority of the subscales of both versions of the BANGS demonstrated good reliability, ranging from .81 to .91. Autonomy frustration in gaming experiences in general indicated questionable reliability, while showing acceptable reliability in the other version. Table 3 Table 3 Reliability Scores of the BANGS BANGS Subscale Cronbach’s alpha McDonald’s omega G-Autonomy Satisfaction .84 .84 G-Autonomy Frustration .58 .60 G-Competence Satisfaction .87 .88 G-Competence Frustration .81 .81 G-Relatedness Satisfaction .84 .85 G-Relatedness Frustration .83 .83 S-Autonomy Satisfaction .89 .89 S-Autonomy Frustration .68 .71 S-Competence Satisfaction .84 .85 S-Competence Frustration .82 .82 S-Relatedness Satisfaction .89 .89 S-Relatedness Frustration .91 .91 Note . G: Video gaming experiences in general; S: Video gaming experiences in a particular game. The Associations Among the BANGS, Problematic Online Gaming, Life Satisfaction, Meaning in Life, and Real-Life Basic Psychological Needs To explore the associations among the variables, Pearson correlation analyses were carried out. As show in Table 4 , for the version of gaming experiences in general, autonomy satisfaction and competence satisfaction had weak or moderate positive associations with all of well-being, meaning in life, and real-life need satisfaction indicators. Relatedness satisfaction had a moderate positive association with problematic online gaming and weak positive associations with real-life autonomy satisfaction and real-life competence satisfaction. Autonomy satisfaction had weak negative associations with problematic online gaming, real-life competence frustration, and real-life relatedness frustration. Competence satisfaction had weak negative associations with real-life competence frustration and real-life relatedness frustration. Table 4 The Associations Among the BANGS Version of Gaming Experiences in General, Real-Life Basic Psychological Needs, Meaning in Life Indicators, and Life Satisfaction BANGS Subscales GAS GAF GCS GCF GRS GRF AUS 0.38 *** -0.03 0.38 *** -0.1 0.20 ** -0.10 AUF -0.01 0.17 ** -0.03 0.27 *** 0.07 0.21 *** COS 0.36 *** -0.06 0.33 *** -0.12 0.13 * -0.10 COF -0.13 * 0.28 *** -0.17 ** 0.42 *** 0.08 0.39 *** RES 0.40 *** -0.11 0.39 *** -0.32 *** 0.11 -0.41 *** RES -0.18 ** 0.28 *** -0.22 *** 0.40 *** 0.01 0.39 *** SWLS 0.27 *** -0.07 0.21 ** -0.06 0.11 -0.08 COH 0.35 *** -0.05 0.26 *** -0.16 * 0.08 -0.25 *** PUR 0.25 *** -0.05 0.24 *** -0.12 0.06 -0.25 *** SIG 0.23 *** 0.01 0.19 ** -0.11 0.07 -0.20 ** POG -0.15 * 0.14 * -0.08 0.52 *** 0.32 *** 0.52 *** Note . * p < .05, ** p < .01, *** p < .001. GAS: Autonomy satisfaction in gaming experiences in general; GAF: Autonomy frustration in gaming experiences in general; GCS: Competence satisfaction in gaming experiences in general; GCF: Competence frustration in gaming experiences in general; GRS: Relatedness satisfaction in gaming experiences in general; GRF: Relatedness frustration in gaming experiences in general; COH: Coherence; PUR: Purpose; SIG: Significance; SWLS: Life Satisfaction; POG: Problematic Online Gaming. For the version of gaming experiences in general, autonomy frustration had a weak positive association with problematic online gaming, while competence frustration and relatedness frustration had moderate positive associations with it. Autonomy frustration had weak positive associations with real-life autonomy frustration, real-life competence frustration, and real-life relatedness frustration. Competence frustration and relatedness frustration had weak positive associations with real-life autonomy frustration, while having moderate positive associations with real-life competence frustration and real-life relatedness frustration. Competence frustration had a weak negative association with coherence, while having a moderate negative association with real-life relatedness satisfaction. Relatedness frustration had weak negative associations with coherence, purpose, and significance, while having a moderate negative association with real-life relatedness satisfaction. As shown in Table 5 , for the version of gaming experiences in a particular game, autonomy satisfaction had a weak negative association with problematic online gaming, while relatedness satisfaction had a moderate positive association with it. Autonomy satisfaction and competence satisfaction had weak or moderate positive associations with all of well-being, meaning in life, and real-life need satisfaction indicators. Relatedness satisfaction had only a weak positive association with real-life autonomy satisfaction. Autonomy satisfaction and competence satisfaction had weak negative associations with real-life competence frustration and real-life relatedness frustration. Table 5 The Associations Among the BANGS Version of Gaming Experiences in a Particular Game, Real-Life Basic Psychological Needs, Meaning in Life Indicators, and Life Satisfaction BANGS Subscales SAS SAF SCS SCF SRS SRF AUS 0.42 *** -0.10 0.38 *** -0.06 0.22 *** -0.11 AUF 0.05 0.21 ** -0.02 0.25 *** 0.07 0.19 ** COS 0.39 *** -0.16 ** 0.33 *** -0.12 0.10 -0.08 COF -0.18 ** 0.29 *** -0.13 * 0.40 *** 0.11 0.42 *** RES 0.44 *** -0.25 *** 0.38 *** -0.30 *** 0.03 -0.41 *** RES -0.20 ** 0.34 *** -0.23 *** 0.43 *** 0.04 0.36 *** SWLS 0.22 *** -0.10 0.23 *** -0.10 0.08 -0.05 COH 0.31 *** -0.16 * 0.23 *** -0.18 *** 0.01 -0.19 ** PUR 0.23 *** -0.15 * 0.24 *** -0.20 ** -0.01 -0.24 *** SIG 0.23 *** -0.09 0.21 *** -0.17 ** 0.01 -0.17 ** POG -0.14 * 0.31 *** -0.05 0.51 *** 0.34 *** 0.52 *** Note . * p < .05, ** p < .01, *** p < .001. SAS: Autonomy satisfaction in gaming experiences in a particular game; SAF: Autonomy frustration in gaming experiences in a particular game; SCS: Competence satisfaction in gaming experiences in a particular game; SCF: Competence frustration in gaming experiences in a particular game; SRS: Relatedness satisfaction in gaming experiences in a particular game; SRF: Relatedness frustration in gaming experiences in a particular game; COH: Coherence; PUR: Purpose; SIG: Significance; SWLS: Life Satisfaction; POG: Problematic Online Gaming. For the version of gaming experiences in a particular game, autonomy frustration, competence frustration, and relatedness frustration had moderate positive associations with problematic online gaming. Autonomy frustration, competence frustration, and relatedness frustration had weak positive associations with real-life autonomy frustration. They had moderate positive associations with real-life competence frustration and real-life relatedness frustration except for a weak positive association between autonomy frustration and real-life competence frustration. They had weak negative associations with coherence and purpose. Competence frustration and relatedness frustration had weak negative associations with significance. Autonomy frustration had weak negative associations with real-life competence satisfaction and real-life relatedness satisfaction. Competence frustration, and relatedness frustration had moderate negative associations with real-life relatedness satisfaction. Discussion The results provided strong evidence for the structural validity of the two versions of the BANGS. The measurement invariance analyses for the two versions of the BANGS fully supported the configural, metric, scalar, and strict invariances of the two versions of the BANGS across gender. The original version of the BANGS demonstrated partial support for the measurement invariance of the BANGS across game contexts and for the longitudinal invariance, but did not include any measurement invariance analysis across gender (Ballou et al., 2023 ). Our results largely demonstrated good reliability scores of the BANGS. The reliability scores of each need satisfaction and need frustration subscale of the Turkish BANGS had slightly higher scores than the original BANGS subscales (Ballou et al., 2023 ). The only exception was that autonomy frustration in the version of gaming experiences in general had a low reliability, relatively less than the score in the original study. Overall, our study was the first non-English study to confirm the original structure of the BANGS and to evidence good reliability scores. Our findings in need satisfaction in games for each version mainly demonstrated positive associations with real-life psychological needs, life satisfaction, and meaning in life indicators (i.e., coherence, purpose, significance). These results were in line with prior research (e.g., Ijaz et al., 2020 ; Johannes et al., 2021 ; Ryan et al., 2006 ; Vella et al., 2005), while other research demonstrated negative or no associations with well-being indicators (e.g., Allen & Anderson, 2018 ; Formosa et al., 2022 ). The differences across the results may emerge from various factors such as sample characteristics, the usage of different measures of basic needs in video games and of well-being outcomes, or contextual variables that can affect video gaming experiences. Our findings imply that feeling autonomous and/or competent in video gaming experiences may contribute to individuals’ sense of coherence, purpose, and significance in life. Furthermore, experiencing need frustration in autonomy, competence, and relatedness in video gaming experiences may detract from individuals’ sense of coherence, purpose, and significance in life. Our results indicated that each need satisfaction and frustration indicators in video game experiences in general or in a particular game related to their counterparts of real-life need satisfaction and frustration indicators except for relatedness satisfaction in both versions. In prior studies, researchers indicated that experiencing and satisfying basic needs in video games have positive outcomes on need satisfaction (e.g., Allen, 2020 ; Allen & Anderson, 2018 ; Ballou & Deterding, 2023 ), while Noon et al. ( 2024 ) did not replicate these associations for competence and relatedness satisfaction in video game experiences among adolescents. Overall, our findings largely provide support for the hypothesis of the BANG model that need satisfaction and frustration in games at the contextual level regarding gaming experiences in a particular game or in general may translate into player’s need satisfaction and frustration at the global level (i.e., in life) (Ballou & Deterding, 2023 ). Our results demonstrated that each need satisfaction and frustration indicators in video game experiences in general or in a particular game related to problematic online gaming except for relatedness satisfaction in both versions. These results were similar to previous research (e.g., Allen & Anderson, 2018 ; Mills et al., 2018a ); however, several research demonstrated that game need satisfaction had weak positive associations with problematic online gaming and that need frustration had positive associations with it (e.g., Bender & Gentile, 2020 ; Formosa et al., 2022 ; Kosa & Uysal, 2021 ). As need frustration scores in both versions had higher associations with problematic online gaming, need-frustrating experiences in video games may be a strong risk factor for developing and maintaining game-addictive behaviors. The present versions of the Turkish BANGS employed university students in a cross-sectional design, which can limit the generalizability of the results and the speculation of causality. The present research relied on self-report measures, raising the possibility of bias such as social desirability. The present research did not evaluate the role of need satisfaction and frustration in daily life on problematic online gaming as correlations among them were provided. Future research should examine the psychometric properties of the BANGS in diverse populations such as divergent validity, particularly among teenagers and adults. Research can also investigate the longitudinal and contextual invariance of the BANGS as in the original version and test other propositions of the BANG model. These studies can be performed through objectively-tracked playtime. Future research can particularly focus on compensatory game selection, need-compensating gaming, and basic needs in games. Research can investigate how to tap into the autonomy subscales in video games and strive to develop single-item versions of basic needs in video games. In conclusion, the results of both versions of the BANGS demonstrate that the Turkish BANGS is a valid and reliable measure to assess basic needs in games. This study highlights the importance of need-supportive and need-frustrating experiences in video games and their potential outcomes in real-life need satisfaction and well-being. The results suggest that need-supportive and need-frustrating experiences in video games may be instrumental in individuals’ sense of coherence, purpose, and significance in life. As video games and gaming become more pervasive around the globe, identifying and improving healthy gaming experiences in the context of basic needs may warrant broader implications for individuals’ well-being and mental health. Further research should explore the complexity of basic needs in games and mental health outcomes across diverse cultural and demographic contexts. Declarations Funding. This article was prepared within the framework of the HSE University Basic Research Program. Institutional review board statement. The study was conducted in accordance with the Declaration of Helsinki and approved by the Commission for the Ethical Evaluation of Empirical Research Projects of the Department of Psychology of the HSE University (April 3, 2024). Informed consent statement. All participants granted their informed consent in the study. Data availability statement. The data in this study will be made available upon reasonable request from the corresponding author. Acknowledgments. The authors thank Nick Ballou, PhD, from the Oxford Internet Institute, for the feedback and contributions. Disclosure statement. The authors report there are no competing interests to declare. References Allen JJ (2020) Gaming as psychologically nutritious: Does need satisfaction in video games contribute to daily well-being beyond need satisfaction in the real world? [Doctoral thesis, Iowa State University]. Iowa State University Digital Repository. https://dr.lib.iastate.edu/entities/publication/717c897b-f253-4281-8503-4424cbea2f4f Allen JJ, Anderson CA (2018) Satisfaction and frustration of basic psychological needs in the real world and in video games predict internet gaming disorder scores and well-being. Comput Hum Behav 84:220–229. https://doi.org/10.1016/j.chb.2018.02.034 Ballou N (2023) The Basic Needs in Games (BANG) Model of Video Games and Mental Health: Untangling the Positive and Negative Effects of Games with Better Science. [Doctoral dissertation, Queen Mary University of London]. Queen Mary University of London Repository, https://qmro.qmul.ac.uk/xmlui/handle/123456789/93468 Ballou N, Deterding S (2023) ‘I Just Wanted to Get it Over and Done With’: A Grounded Theory of Psychological Need Frustration in Video Games. Proceedings of the ACM on Human-Computer Interaction , 7 (CHI PLAY), 217–236. https://doi.org/10.1145/3611028 Ballou N, Denisova A, Ryan RM, Rigby CS, Deterding S (2023) The Basic Needs in Games Scale (BANGS): A New Tool for Investigating Positive and Negative Video Game Experiences. PsyArXiv. September , 7 . http://doi.org/10.31234/osf.io/4965z Barr M, Copeland-Stewart A (2022) Playing video games during the COVID-19 pandemic and effects on players’ well-being. Games Cult 17(1):122–139. https://doi.org/10.1177/15554120211017036 Bender PK, Gentile DA (2020) Internet gaming disorder: Relations between needs satisfaction in-game and in life in general. Psychol Popular Media 9(2):266. https://doi.org/10.1037/ppm0000227 Denisova A, Nordin AI, Cairns P (2016), October The convergence of player experience questionnaires. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (pp. 33–37). https://doi.org/10.1145/2967934.2968095 Diener ED, Emmons RA, Larsen RJ, Griffin S (1985) The satisfaction with life scale. J Pers Assess 49(1):71–75. https://doi.org/10.1207/s15327752jpa4901_13 Formosa J, Johnson D, Türkay S, Mandryk RL (2022) Need satisfaction, passion and wellbeing effects of videogame play prior to and during the COVID-19 pandemic. 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Royal Soc open Sci 8(2):202049. https://doi.org/10.1098/rsos.202049 Kline RB (2015) Principles and Practice of Structural Equation Modeling. The Guilford Press Kosa M, Uysal A (2021) Need frustration in online video games. Behav Inform Technol 1–12. https://doi.org/10.1080/0144929X.2021.1928753 Kosa M, Uysal A (2024) Exploration of Novelty as Part of the Player Experience of Need Satisfaction in Games. Interact Comput iwae006. https://doi.org/10.1093/iwc/iwae006 LeBlanc AG, Chaput JP, McFarlane A, Colley RC, Thivel D, Biddle SJ, Tremblay MS (2013) Active video games and health indicators in children and youth: A systematic review. PLoS ONE 8(6):e65351. https://doi.org/10.1371/journal.pone.0065351 Lemmens JS, Valkenburg PM, Peter J (2009) Development and validation of a game addiction scale for adolescents. Media Psychol 12(1):77–95. https://doi.org/10.1080/15213260802669458 Martela F, Steger MF (2023) The role of significance relative to the other dimensions of meaning in life–an examination utilizing the three dimensional meaning in life scale (3DM). J Posit Psychol 18(4):606–626. https://doi.org/10.1080/17439760.2022.2070528 Mills DJ, Allen JJ (2020) Self-determination theory, internet gaming disorder, and the mediating role of self-control. Comput Hum Behav 105:106209. https://doi.org/10.1016/j.chb.2019.106209 Mills DJ, Milyavskaya M, Heath NL, Derevensky JL (2018a) Gaming motivation and problematic video gaming: The role of needs frustration. Eur J Social Psychol 48(4):551–559. https://doi.org/10.1002/ejsp.2343 Mills DJ, Milyavskaya M, Mettler J, Heath NL, Derevensky JL (2018b) How do passion for video games and needs frustration explain time spent gaming? Br J Soc Psychol 57(2):461–481. https://doi.org/10.1111/bjso.12239 Noon EJ, Carbone L, Swinnen B, Vandenbosch L (2024) Adolescents’ videogame play, need satisfaction, and self-esteem: a self-determination perspective. Curr Psychol 1–16. https://doi.org/10.1007/s12144-024-05933-6 Pelletier VH, Lessard A, Piché F, Tétreau C, Descarreaux M (2020) Video games and their associations with physical health: A scoping review. BMJ open sport Exerc Med 6(1):e000832. https://doi.org/10.1136/bmjsem-2020-000832 Ryan RM, Rigby CS, Przybylski A (2006) The motivational pull of video games: A self-determination theory approach. Motivation Emot 30:344–360. https://doi.org/10.1007/s11031-006-9051-8 Sánchez JLG, Vela FLG, Simarro FM, Padilla-Zea N (2012) Playability: analysing user experience in video games. Behav Inform Technol 31(10):1033–1054. https://doi.org/10.1080/0144929X.2012.710648 Savić Tot T, Adžić S, Tot V, Aleksić M, Zakić N (2023) The impact of time devoted to video games on student achievement. Educ Inform Technol 28(5):5921–5944. https://doi.org/10.1007/s10639-022-11418-5 Sheldon KM, Hilpert JC (2012) The balanced measure of psychological needs (BMPN) scale: An alternative domain general measure of need satisfaction. Motivation Emot 36:439–451. https://doi.org/10.1007/s11031-012-9279-4 Statista (2024) Number of video gamers worldwide 2017–2027. https://www.statista.com/statistics/748044/number-video-gamers-world/#statisticContainer Tabachnick BG, Fidell LS (2013) Using Multivariate Statistics . Pearson Tamborini R, Grizzard M, Bowman ND, Reinecke L, Lewis RJ, Eden A (2011) Media enjoyment as need satisfaction: The contribution of hedonic and nonhedonic needs. J Communication 61(6):1025–1042. https://doi.org/10.1111/j.1460-2466.2011.01593.x Tyack A, Mekler ED (2020) Self-determination theory in HCI games research – current uses and open questions. CHI , 21. https://doi.org/10.1145/3313831.3376723 Vella K, Johnson D, Hides L (2015), October Playing alone, playing with others: Differences in player experience and indicators of wellbeing. In Proceedings of the 2015 annual symposium on computer-human interaction in play (pp. 3–12). https://doi.org/10.1145/2793107.2793118 West SG, Taylor AB, Wei W (2012) Model fit and model selection in structural equation modeling. In: Hoyle RH (ed) Handbook of structural equation modeling. Guilford Press, New York, pp 209–231 Additional Declarations The authors declare no competing interests. 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Osin","email":"","orcid":"https://orcid.org/0000-0003-3330-5647","institution":"University of Paris Nanterre","correspondingAuthor":false,"prefix":"","firstName":"Evgeny","middleName":"N.","lastName":"Osin","suffix":""}],"badges":[],"createdAt":"2024-12-06 05:57:55","currentVersionCode":1,"declarations":{"humanSubjects":true,"vertebrateSubjects":false,"conflictsOfInterestStatement":false,"humanSubjectEthicalGuidelines":true,"humanSubjectConsent":true,"humanSubjectClinicalTrial":false,"humanSubjectCaseReport":false,"vertebrateSubjectEthicalGuidelines":false},"doi":"10.21203/rs.3.rs-5591069/v1","doiUrl":"https://doi.org/10.21203/rs.3.rs-5591069/v1","draftVersion":[],"editorialEvents":[],"editorialNote":"","failedWorkflow":false,"files":[{"id":70946266,"identity":"c773b043-c9c4-4ae0-9d68-6e95895b6788","added_by":"auto","created_at":"2024-12-09 13:05:47","extension":"pdf","order_by":0,"title":"","display":"","copyAsset":false,"role":"manuscript-pdf","size":719618,"visible":true,"origin":"","legend":"","description":"","filename":"manuscript.pdf","url":"https://assets-eu.researchsquare.com/files/rs-5591069/v1/ddccce92-cd6f-442f-b64e-9766637db14e.pdf"}],"financialInterests":"The authors declare no competing interests.","formattedTitle":"\u003cp\u003eThe Nexus of Video Gaming Experiences: The Associations Among Basic Needs in Games, Real-Life Basic Needs, Well-Being Indicators, and Problematic Online Gaming\u003c/p\u003e","fulltext":[{"header":"Main Points","content":"\u003cul\u003e\n\u003cli\u003eWhen studying player experiences in video games and their effects on mental health, need satisfying and frustrating experiences (i.e., autonomy, competence, relatedness) play pivotal roles.\u003c/li\u003e\n\u003cli\u003eThe Basic Needs in Games Scale (BANGS) is a novel instrument for measuring need satisfaction and frustration in video games.\u003c/li\u003e\n\u003cli\u003eThe Turkish versions of the BANGS, considering particular or general gaming experiences, supported structural validity, demonstrated good reliability, and consistent psychometric properties across gender.\u003c/li\u003e\n\u003cli\u003eNeed satisfaction indicators in video games had predominantly positive associations with real-life need satisfaction indicators, meaning in life (i.e., coherence, purpose, significance), and well-being, and negative associations with problematic online gaming, while need frustration indicators had positive associations with real-life need frustration indicators and problematic online gaming.\u003c/li\u003e\n\u003c/ul\u003e"},{"header":"Introduction","content":"\u003cp\u003eRecent research has increasingly focused on player experiences in video games. Researchers have particularly paid attention to flow, presence, engagement, immersion, and joy in gaming experiences of players when playing video games (Ballou et al., \u003cspan citationid=\"CR5\" class=\"CitationRef\"\u003e2023\u003c/span\u003e). According to Statista (\u003cspan citationid=\"CR30\" class=\"CitationRef\"\u003e2024\u003c/span\u003e), there are 1.31\u0026nbsp;billion active video game players in 2024, equal to 16% of the world\u0026rsquo;s population. It is estimated that there will be 1.47\u0026nbsp;billion video game players worldwide in 2027, equal to 17.7% of the world\u0026rsquo;s population. The revenues from video games in a global scope currently correspond to \u003cspan\u003e$\u003c/span\u003e455.27\u0026nbsp;billion in 2024. This estimation is envisioned to exceed \u003cspan\u003e$\u003c/span\u003e625.64\u0026nbsp;billion in 2028 by a 37.42% growth. These statistics definitely indicate that video games have become so pervasive in our lives that a huge amount of the human population engages in them.\u003c/p\u003e \u003cp\u003eThe conceptualization and measurement of gaming experiences has gained increasing importance, particularly in educational and industrial contexts (Denisova et al., \u003cspan citationid=\"CR8\" class=\"CitationRef\"\u003e2016\u003c/span\u003e). A large body of research has emphasized possible negative effects of video games such as aggression (Greitemeyer \u0026amp; M\u0026uuml;gge, \u003cspan citationid=\"CR11\" class=\"CitationRef\"\u003e2014\u003c/span\u003e), less academic achievement (Savić Tot et al., \u003cspan citationid=\"CR28\" class=\"CitationRef\"\u003e2023\u003c/span\u003e), and worse physical health (Pelletier et al., \u003cspan citationid=\"CR25\" class=\"CitationRef\"\u003e2020\u003c/span\u003e). In contrast, substantial research has demonstrated the positive effects of video games such as higher physical activity (LeBlanc et al., \u003cspan citationid=\"CR18\" class=\"CitationRef\"\u003e2013\u003c/span\u003e), greater vitality and less psychological distress (Formosa et al., \u003cspan citationid=\"CR10\" class=\"CitationRef\"\u003e2022\u003c/span\u003e), and promoting well-being (Barr \u0026amp; Copeland-Stewart, \u003cspan citationid=\"CR6\" class=\"CitationRef\"\u003e2022\u003c/span\u003e).\u003c/p\u003e \u003cp\u003ePlayer experiences play a pivotal role in the observed outcomes in video gaming as well as game contents, time-spent playing games, or game contexts (S\u0026aacute;nchez et al., \u003cspan citationid=\"CR27\" class=\"CitationRef\"\u003e2012\u003c/span\u003e). Player experience has an important position in digital games research to understand how games affect players (Denisova et al., \u003cspan citationid=\"CR8\" class=\"CitationRef\"\u003e2016\u003c/span\u003e). In this context, self-determination theory (SDT) and basic psychological needs theory (BPNT) have increasingly been applied in recent video game research (Ryan, Rigby, \u0026amp; Przybylski, \u003cspan citationid=\"CR26\" class=\"CitationRef\"\u003e2006\u003c/span\u003e; Tamborini et al., \u003cspan citationid=\"CR32\" class=\"CitationRef\"\u003e2011\u003c/span\u003e). SDT suggests that basic psychological needs (i.e., autonomy, competence, relatedness) serve as universal fundamental nutriments for healthy functioning. When these needs are satisfied, individuals have greater well-being and psychological health. However, when these are thwarted or frustrated, individuals may experience negative outcomes in well-being and go through greater psychological distress.\u003c/p\u003e \u003cp\u003eThese basic needs have particularly been investigated in digital games in terms of motivation across genres, human-computer interaction, virtual reality, and problematic online gaming (Ballou, \u003cspan citationid=\"CR4\" class=\"CitationRef\"\u003e2023\u003c/span\u003e; Ballou \u0026amp; Deterding, \u003cspan citationid=\"CR4\" class=\"CitationRef\"\u003e2023\u003c/span\u003e; Ryan et al., \u003cspan citationid=\"CR26\" class=\"CitationRef\"\u003e2006\u003c/span\u003e; Tamborini et al., \u003cspan citationid=\"CR32\" class=\"CitationRef\"\u003e2011\u003c/span\u003e; Tyack \u0026amp; Mekler, \u003cspan citationid=\"CR33\" class=\"CitationRef\"\u003e2020\u003c/span\u003e). A great deal of research has shown that when individuals\u0026rsquo; basic needs are satisfied, they have higher levels of autonomous motivation, better engagement, stronger resilience, and beneficial well-being outcomes (e.g., Allen \u0026amp; Anderson, \u003cspan citationid=\"CR2\" class=\"CitationRef\"\u003e2018\u003c/span\u003e; Formosa et al., \u003cspan citationid=\"CR10\" class=\"CitationRef\"\u003e2022\u003c/span\u003e; Ijaz et al., \u003cspan citationid=\"CR13\" class=\"CitationRef\"\u003e2020\u003c/span\u003e; Johannes et al., \u003cspan citationid=\"CR14\" class=\"CitationRef\"\u003e2021\u003c/span\u003e; Tamborini et al., \u003cspan citationid=\"CR32\" class=\"CitationRef\"\u003e2011\u003c/span\u003e; Vella et al., \u003cspan citationid=\"CR34\" class=\"CitationRef\"\u003e2015\u003c/span\u003e). In contrast, research has indicated that when individuals\u0026rsquo; basic needs are frustrated, they may experience an obsessive passion for games and spend more time in gaming (Mills et al., \u003cspan citationid=\"CR22\" class=\"CitationRef\"\u003e2018a\u003c/span\u003e) and demonstrate higher scores in problematic video gaming (Allen \u0026amp; Anderson, \u003cspan citationid=\"CR2\" class=\"CitationRef\"\u003e2018\u003c/span\u003e; Mills et al., \u003cspan citationid=\"CR23\" class=\"CitationRef\"\u003e2018b\u003c/span\u003e; Mills \u0026amp; Allen, \u003cspan citationid=\"CR21\" class=\"CitationRef\"\u003e2020\u003c/span\u003e). Despite these findings, results present a more complex picture since some studies demonstrated that need satisfaction had weak positive associations with problematic online gaming (e.g., Bender \u0026amp; Gentiler, 2020; Formosa et al., 2020) and that need frustration had moderate positive associations with them (e.g., Kosa \u0026amp; Uysal, \u003cspan citationid=\"CR16\" class=\"CitationRef\"\u003e2021\u003c/span\u003e).\u003c/p\u003e \u003cp\u003eAlthough previous research has underlined the measurement of basic psychological needs in video games, available instruments to measure need satisfaction and/or need frustration in video games have been criticized (e.g., Allen \u0026amp; Anderson, \u003cspan citationid=\"CR2\" class=\"CitationRef\"\u003e2018\u003c/span\u003e; Kosa \u0026amp; Uysal, \u003cspan citationid=\"CR16\" class=\"CitationRef\"\u003e2021\u003c/span\u003e). Ballou et al. (\u003cspan citationid=\"CR5\" class=\"CitationRef\"\u003e2023\u003c/span\u003e) argue that existing measures lack of including and effectively measuring need frustration, involving relatedness items in the contexts of single-player or multiplayer games, and demonstrating inadequate support for validity regarding various generality levels of video games. Thus, current measures of basic psychological needs assessment fail to capture the intended constructs of need satisfaction and frustration in video games contexts because of not including need frustration and taking on limited perspectives on basic needs, particularly concentrating on relatedness. Moreover, real-life measures of basic psychological needs are likely to be not suitable for video games contexts (Kosa \u0026amp; Uysal, \u003cspan citationid=\"CR16\" class=\"CitationRef\"\u003e2021\u003c/span\u003e).\u003c/p\u003e \u003cp\u003eTo overcome these limitations and challenges, Ballou et al. (\u003cspan citationid=\"CR5\" class=\"CitationRef\"\u003e2023\u003c/span\u003e) developed the Basic Needs in Games Scale (BANGS), a measure of need satisfaction and frustration in video games based on SDT. The BANGS showed good structural validity and demonstrated a good model fit as well as longitudinal measurement invariance, criterion validity, and convergent validity. The final version of the BANGS included six three-item subscales for basic needs satisfaction and frustration (i.e., autonomy, competence, relatedness) in video games. The BANGS is based on the Basic Needs in Games (BANG) model relying on SDT (Ballou \u0026amp; Deterding, \u003cspan citationid=\"CR4\" class=\"CitationRef\"\u003e2023\u003c/span\u003e). The BANG suggests that SDT can better explain when and why games influence well-being and mental health, particularly in the following areas: (1) better engaging in games through causal modeling, (2) including need frustration, (3) studying different levels of generality, and (4) specifying negative and positive outcomes of compensation. The BANG particularly proposes that need satisfaction and frustration in games at the contextual level regarding gaming experiences in a particular game or in general will translate into player\u0026rsquo;s need satisfaction and frustration at the global level (i.e., in life), supported by previous research (Allen, \u003cspan citationid=\"CR1\" class=\"CitationRef\"\u003e2020\u003c/span\u003e; Allen \u0026amp; Anderson, \u003cspan citationid=\"CR2\" class=\"CitationRef\"\u003e2018\u003c/span\u003e).\u003c/p\u003e \u003cp\u003eThe present research aims to investigate the psychometric properties of the BANGS in Turkish considering basic needs in gaming experiences in general and in a particular context. The current research attempts to achieve the following goals: (1) to confirm the structural validity of the two versions of the BANGS, (2) to test the configural, metric, scalar, and strict invariances of the two versions of the BANGS across gender, (3) to evaluate reliability scores of the two versions of the BANGS, and (4) to explore the associations among the BANGS versions, problematic online gaming, life satisfaction, meaning in life, and real-life basic psychological needs.\u003c/p\u003e"},{"header":"Materials and Methods","content":"\u003cdiv id=\"Sec3\" class=\"Section2\"\u003e \u003ch2\u003eParticipants\u003c/h2\u003e \u003cp\u003e We recruited a total of 251 Turkish-speaking participants. 247 university students were involved in the study as 4 participants did not meet the criteria (see Data Collection below). They were 63% female. Participants\u0026rsquo; age ranged between 18 and 46 (\u003cem\u003eM\u003c/em\u003e\u0026thinsp;=\u0026thinsp;21.70; \u003cem\u003eSD\u003c/em\u003e\u0026thinsp;=\u0026thinsp;3.58). 81% were undergraduate students, and 79% reported a medium level subjective economic status. Common examples of video games reported by the participants included Mobile Legeds, Valorant, PUBG, and much more.\u003c/p\u003e \u003c/div\u003e\n\u003ch3\u003eMeasures\u003c/h3\u003e\n\u003cp\u003e \u003cem\u003eDemographics\u003c/em\u003e. Demographic data included gender, education, subjective economic status, and marital status.\u003c/p\u003e \u003cp\u003e \u003cem\u003eBasic Needs in Games Scale (BANGS)\u003c/em\u003e (Ballou et al., \u003cspan citationid=\"CR5\" class=\"CitationRef\"\u003e2023\u003c/span\u003e). The BANGS measures the satisfaction and frustration of basic psychological needs in games. It includes six three-item subscales for autonomy, competence, and relatedness in games including items such as \u0026ldquo;I could make choices regarding how to play [X],\u0026rdquo; \u0026ldquo;I felt that I made progress while playing [X],\u0026rdquo; and \u0026ldquo;I felt that other players and/or characters in [X] cared about me.\u0026rdquo; The BANGS is rated on a seven-point Likert scale from \u0026ldquo;1\u0026thinsp;=\u0026thinsp;Strongly disagree\u0026rdquo; to \u0026ldquo;7\u0026thinsp;=\u0026thinsp;Strongly agree.\u0026rdquo; So, it includes 18 items in total (i.e., 9 items for need satisfaction in games and 9 items for need frustration in games). The current research tested two versions of the BANGS in Turkish. The first version evaluated gaming experiences in general over the past two weeks, while the second version assessed gaming experiences in a particular game indicated by the participants over the past two weeks. The reliability scores of each BANGS version are provided in the \u003cspan refid=\"Sec8\" class=\"InternalRef\"\u003eResults\u003c/span\u003e section.\u003c/p\u003e \u003cp\u003e \u003cem\u003eSatisfaction with Life Scale (SWLS)\u003c/em\u003e (Diener et al., \u003cspan citationid=\"CR9\" class=\"CitationRef\"\u003e1985\u003c/span\u003e). The SWLS has 5 items such as \u0026ldquo;The conditions of my life are excellent.\u0026rdquo; to evaluate a global judgment of satisfaction with life. The SWLS employs a five-point Likert from \u0026ldquo;1\u0026thinsp;=\u0026thinsp;Strongly disagree\u0026rdquo; to \u0026ldquo;7\u0026thinsp;=\u0026thinsp;Strongly agree.\u0026rdquo; The reliability score of the SWLS was as follows: SWLS (α\u0026thinsp;=\u0026thinsp;.88).\u003c/p\u003e \u003cp\u003e \u003cem\u003eThree Dimensional Meaning in Life Scale (3DM)\u003c/em\u003e (Martela \u0026amp; Steger, \u003cspan citationid=\"CR20\" class=\"CitationRef\"\u003e2023\u003c/span\u003e). The 3DM encompasses three subscales (i.e., coherence, purpose, significance) having 11 items in total. Coherence (e.g., \u0026ldquo;I can make sense of my life\u0026rdquo;) and purpose (e.g., \u0026ldquo;I am highly committed to certain core goals in my life\u0026rdquo;) are four-item subscales, whereas significance (e.g., \u0026ldquo;My life is full of value\u0026rdquo;) includes three items. The 3DM employs a seven-point Likert scale from \u0026ldquo;1\u0026thinsp;=\u0026thinsp;Not at all true\u0026rdquo; to \u0026ldquo;7\u0026thinsp;=\u0026thinsp;Very true.\u0026rdquo; The reliability scores of the 3DM were as follows: Coherence (α\u0026thinsp;=\u0026thinsp;.80); Purpose (α\u0026thinsp;=\u0026thinsp;.86); Significance (α\u0026thinsp;=\u0026thinsp;.88).\u003c/p\u003e \u003cp\u003e \u003cem\u003eBalanced Measure of Psychological Needs Scale (BMPN)\u003c/em\u003e (Sheldon \u0026amp; Hilpert, \u003cspan citationid=\"CR29\" class=\"CitationRef\"\u003e2012\u003c/span\u003e). The BMPN evaluates the satisfaction and frustration of each of basic psychological needs (i.e., autonomy, competence, relatedness) through six three-item scales including items such as \u0026ldquo;I was successfully completing difficult tasks and projects,\u0026rdquo; \u0026ldquo;I felt close and connected with other people who are important to me,\u0026rdquo; \u0026ldquo;I was really doing what interests me.\u0026rdquo; Each subscale employs a seven-point Likert scale from \u0026ldquo;1\u0026thinsp;=\u0026thinsp;Strongly disagree\u0026rdquo; to \u0026ldquo;7\u0026thinsp;=\u0026thinsp;Strongly agree.\u0026rdquo; The reliability scores of the BMPN were as follows: Autonomy Satisfaction (AUS) (α\u0026thinsp;=\u0026thinsp;.78); Autonomy Frustration (AUF) (α\u0026thinsp;=\u0026thinsp;.79); Competence Satisfaction (COS) (α\u0026thinsp;=\u0026thinsp;.81); Competence Frustration (COF) (α\u0026thinsp;=\u0026thinsp;.78); Relatedness Satisfaction (RES) (α\u0026thinsp;=\u0026thinsp;.82); Relatedness Frustration (REF) (α\u0026thinsp;=\u0026thinsp;.72).\u003c/p\u003e \u003cp\u003e \u003cem\u003eProblematic Online Gaming (POG)\u003c/em\u003e (Lemmens et al., \u003cspan citationid=\"CR19\" class=\"CitationRef\"\u003e2009\u003c/span\u003e). This measure assesses problematic online gaming with seven three-item subscales (i.e., salience, tolerance, mood modification, relapse, withdrawal, conflict, and problems) including items such as \u0026ldquo;Have you felt addicted to a game?\u0026rdquo; This scale can also be calculated through a total of seven items in a shortened way. The present research used the seven-item version of the scale. The measure utilizes a five-point Likert scale from \u0026ldquo;1\u0026thinsp;=\u0026thinsp;never\u0026rdquo; to \u0026ldquo;5\u0026thinsp;=\u0026thinsp;very often.\u0026rdquo; The reliability score of the scale was as follows: POG (α\u0026thinsp;=\u0026thinsp;.89).\u003c/p\u003e\n\u003ch3\u003eAdaptation of the Turkish BANGS\u003c/h3\u003e\n\u003cp\u003eThe present research adhered to the double-translation method. Two PhD students in psychology and counseling psychology did the initial translation of the BANGS into Turkish. An expert in psychology, an expert in social work, and three specialists in Turkish language evaluated the translated items. Two PhD students in psychology and social work translated this version of the items to English. Two experts in psychology reviewed the latest version of the BANGS. The finalized items of the BANGS included versions: basic psychological need satisfaction and frustration considering general gaming experiences and gaming experiences in a particular game. In a pilot study we recruited 60 participants to test the finalized items. All subscales regarding both scales demonstrated adequate reliability from .80 to .91 except for autonomy frustration subscale in both scales ranging from .68 to .74.\u003c/p\u003e\n\u003ch3\u003eData Collection\u003c/h3\u003e\n\u003cp\u003eThe present research was a cross-sectional study using convenience sampling. Inclusion criteria for taking part in the study were: being at least over 18 years old, being a student (e.g., preparatory, undergraduate, master, or doctorate), having played at least one video game in the past two weeks, and providing informed consent. Turkish validations of the scales were used. The present research collected data through a Google Forms link at the beginning of the second semester of the 2023\u0026ndash;2024 academic year in T\u0026uuml;rkiye. The Commission for the Ethical Evaluation of Empirical Research Projects of the Department of Psychology at \u0026hellip; University granted an ethical approval to this study. The present research followed the Helsinki Declaration and its later amendments, and ethical guidelines (e.g., anonymity, confidentiality, and voluntariness).\u003c/p\u003e \u003cdiv id=\"Sec7\" class=\"Section2\"\u003e \u003ch2\u003eData Analysis\u003c/h2\u003e \u003cp\u003eThe current research utilized R language to perform the analyses. Missing values, outliers, and normality assumptions were assessed. No missing data or outliers were found. The BANGS items were sufficiently normally distributed considering the suggestion by Tabachnick and Fidell (\u003cspan citationid=\"CR31\" class=\"CitationRef\"\u003e2013\u003c/span\u003e) that skewness and kurtosis values are acceptable when they range between \u0026minus;\u0026thinsp;1.5 and +\u0026thinsp;1.5. As recommended by Kline (\u003cspan citationid=\"CR15\" class=\"CitationRef\"\u003e2015\u003c/span\u003e), our sample size was adequate as it was at least 200 participants.\u003c/p\u003e \u003cp\u003eFirst of all, we provided the descriptive statistics of the BANGS along with their corrected item-total scores, and carried out confirmatory factor analyses (CFAs) for both versions of the BANGS to test their structural validity. Second, we analyzed the measurement invariance of the BANGS across gender. Third, we calculated the reliability scores of both BANGS scales. Finally, we analyzed the associations among the BANGS scales, life satisfaction, meaning in life indicators, real-life basic psychological needs, and problematic online gaming.\u003c/p\u003e \u003cp\u003eThe current research employed several criteria as fit indices in CFAs (Hu \u0026amp; Bentler, \u003cspan citationid=\"CR12\" class=\"CitationRef\"\u003e1999\u003c/span\u003e; West et al., \u003cspan citationid=\"CR35\" class=\"CitationRef\"\u003e2012\u003c/span\u003e): the chi-square, the Comparative Fit Index (CFI), the Tucker-Lewis index (TLI), the Root Mean Square Error of Approximation (RMSEA), and the (Standardized) Root Mean Square Residual (SRMR). The chi-squared/df values should be less than 3 to indicate good fit, 5 to demonstrate acceptable fit, and 10 to show marginal fit. The CFI value should be higher than .95 to indicate good fit, .90 to demonstrate acceptable fit, and .85 to show marginal fit. The TLI value should be higher than .95 to indicate good fit, .90 to demonstrate acceptable fit, and .85 to show marginal fit. The RMSEA should be less than or equal to .08 to indicate good fit, .10 to demonstrate acceptable fit, and .12 to show marginal fit. The SRMR should be less than or equal to .08 to indicate good fit, .10 to demonstrate acceptable fit, and .12 to show marginal fit.\u003c/p\u003e \u003c/div\u003e"},{"header":"Results","content":"\u003cdiv id=\"Sec9\" class=\"Section2\"\u003e\n \u003ch2\u003ePreliminary Analyses\u003c/h2\u003e\n \u003cp\u003eFor the version of gaming experiences in general, the lowest and highest scores of the BANGS items\u0026rsquo; mean, standard deviation, skewness, and kurtosis respectively ranged from 2.51 to 5.54; from 1.51 to 2.02; from \u0026minus;\u0026thinsp;1.17 to 1.10; from \u0026minus;\u0026thinsp;1.23 to 0.88. For the version of gaming experiences in a particular game, the lowest and highest scores of the BANGS items\u0026rsquo; mean, standard deviation, skewness, and kurtosis respectively ranged from 2.44 to 5.67; from 1.49 to 2.12; from \u0026minus;\u0026thinsp;1.21 to 1.07; from \u0026minus;\u0026thinsp;1.35 to 1.00. Consequently, we assumed multivariate normality for each version. The item-total correlation of the items of version of gaming experiences in general ranged from .32 to 81. The item-total correlation of the items of version of gaming experiences in a particular game ranged from .41 to .84, showing similarity in each version.\u003c/p\u003e\n\u003c/div\u003e\n\u003ch3\u003eFactor Structure of the BANGS Versions\u003c/h3\u003e\n\u003cp\u003eTo evaluate the factor structures of both versions of the BANGS, the CFAs for one-factor, two-factor, and six-factor models were conducted. The CFAs were performed through the R lavaan package using the maximum likelihood estimator and standard error with full information maximum likelihood. No modifications were made and no item was removed. One-factor, two-factor, and six-factor solutions of the BANGS versions were tested to assess the best fit to the data, to evaluate whether need satisfaction and frustration constructs can explain the variance in the items, and to confirm whether the BANGS subscales are replicated in Turkish. As shown in Table\u0026nbsp;\u003cspan class=\"InternalRef\"\u003e1\u003c/span\u003e, one-factor, and two-factor solutions of both versions of the BANGS demonstrated poor fit indices. Six-factor solutions of both versions of the BANGS indicated excellent fit indices. The factor loadings of the version of gaming experiences in general ranged from .42 to .91. The factor loadings of the version of gaming experiences in a particular game ranged from .53 to .90.\u003c/p\u003e\n\u003cdiv class=\"gridtable\"\u003e\n \u003cdiv class=\"colspec\" align=\"left\"\u003e\u0026nbsp;\u003c/div\u003e\n \u003cdiv class=\"colspec\" align=\"left\"\u003e\u0026nbsp;\u003c/div\u003e\n \u003ctable id=\"Tab1\" border=\"1\"\u003e\n \u003ccaption\u003e\n \u003cdiv class=\"CaptionNumber\"\u003eTable 1\u003c/div\u003e\n \u003cdiv class=\"CaptionContent\"\u003e\n \u003cp\u003e\u003cem\u003eFit indices for confirmatory factor analysis of both versions of the BANGS\u003c/em\u003e\u003c/p\u003e\n \u003c/div\u003e\n \u003c/caption\u003e\n \u003cthead\u003e\n \u003ctr\u003e\n \u003cth align=\"left\"\u003e\n \u003cp\u003eModel\u003c/p\u003e\n \u003c/th\u003e\n \u003cth align=\"left\"\u003e\n \u003cp\u003e\u003cem\u003e\u0026chi;\u003c/em\u003e\u003csup\u003e2\u003c/sup\u003e\u003c/p\u003e\n \u003c/th\u003e\n \u003cth align=\"left\"\u003e\n \u003cp\u003edf\u003c/p\u003e\n \u003c/th\u003e\n \u003cth align=\"left\"\u003e\n \u003cp\u003e\u003cem\u003e\u0026chi;\u003c/em\u003e\u003csup\u003e2\u003c/sup\u003e/df\u003c/p\u003e\n \u003c/th\u003e\n \u003cth align=\"left\"\u003e\n \u003cp\u003eCFI\u003c/p\u003e\n \u003c/th\u003e\n \u003cth align=\"left\"\u003e\n \u003cp\u003eTLI\u003c/p\u003e\n \u003c/th\u003e\n \u003cth align=\"left\"\u003e\n \u003cp\u003eSRMR\u003c/p\u003e\n \u003c/th\u003e\n \u003cth align=\"left\"\u003e\n \u003cp\u003eRMSEA\u003c/p\u003e\n \u003c/th\u003e\n \u003c/tr\u003e\n \u003c/thead\u003e\n \u003ctbody\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eBANGS-General\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\u0026nbsp;\u003c/td\u003e\n \u003ctd align=\"left\"\u003e\u0026nbsp;\u003c/td\u003e\n \u003ctd align=\"left\"\u003e\u0026nbsp;\u003c/td\u003e\n \u003ctd align=\"left\"\u003e\u0026nbsp;\u003c/td\u003e\n \u003ctd align=\"left\"\u003e\u0026nbsp;\u003c/td\u003e\n \u003ctd align=\"left\"\u003e\u0026nbsp;\u003c/td\u003e\n \u003ctd align=\"left\"\u003e\u0026nbsp;\u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eOne-factor\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e1414.84\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e135\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e10.48\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.39\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.30\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.19\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.20\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eTwo-factor\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e740.26\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e134\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e5.52\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.71\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.67\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.12\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.14\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eSix-factor\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e190.99\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e120\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e1.59\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.97\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.96\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.05\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.05\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eBANGS-Particular\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\u0026nbsp;\u003c/td\u003e\n \u003ctd align=\"left\"\u003e\u0026nbsp;\u003c/td\u003e\n \u003ctd align=\"left\"\u003e\u0026nbsp;\u003c/td\u003e\n \u003ctd align=\"left\"\u003e\u0026nbsp;\u003c/td\u003e\n \u003ctd align=\"left\"\u003e\u0026nbsp;\u003c/td\u003e\n \u003ctd align=\"left\"\u003e\u0026nbsp;\u003c/td\u003e\n \u003ctd align=\"left\"\u003e\u0026nbsp;\u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eOne-factor\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e1595.95\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e135\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e11.82\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.46\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.38\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.19\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.21\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eTwo-factor\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e942.06\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e134\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e7.03\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.70\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.66\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.13\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.16\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eSix-factor\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e221.14\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e120\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e1.84\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.96\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.95\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.04\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.06\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003c/tbody\u003e\n \u003ctfoot\u003e\n \u003ctr\u003e\n \u003ctd colspan=\"8\"\u003e\u003cem\u003eNote\u003c/em\u003e. \u0026chi;\u003csup\u003e\u003cem\u003e2\u003c/em\u003e\u003c/sup\u003e\u0026thinsp;=\u0026thinsp;Chi-square; df\u0026thinsp;=\u0026thinsp;Degree of Freedom; p\u0026thinsp;=\u0026thinsp;Significance; CFI\u0026thinsp;=\u0026thinsp;Comparative fit index; TLI\u0026thinsp;=\u0026thinsp;Tucker-Lewis Index; RMSEA\u0026thinsp;=\u0026thinsp;Root Mean Square Error of Approximation; SRMR\u0026thinsp;=\u0026thinsp;Standardized Root Mean Square Residual.\u003c/td\u003e\n \u003c/tr\u003e\n \u003c/tfoot\u003e\n \u003c/table\u003e\n\u003c/div\u003e\n\u003cp\u003e\u0026nbsp;\u003c/p\u003e\n\u003cdiv id=\"Sec11\" class=\"Section2\"\u003e\n \u003cdiv id=\"Sec12\" class=\"Section3\"\u003e\n \u003ch2\u003eMeasurement Invariance of the BANGS Versions Across Gender\u003c/h2\u003e\n \u003cp\u003eTo assess the configural, metric, scalar, and strict invariance of both versions of the BANGS, CFAs were performed across gender. As shown in Table\u0026nbsp;\u003cspan class=\"InternalRef\"\u003e2\u003c/span\u003e, all types of the invariance provided excellent or good fit indices for both versions of the BANGS, revealing consistent psychometric properties across gender in terms of the latent factor, factor loadings, metric equivalence, and residual variances. The general version of the BANGS had slightly better fit indices than the particular version of the BANGS.\u003c/p\u003e\n \u003cdiv class=\"gridtable\"\u003e\n \u003cdiv class=\"colspec\" align=\"left\"\u003e\u0026nbsp;\u003c/div\u003e\n \u003ctable id=\"Tab2\" border=\"1\"\u003e\n \u003ccaption\u003e\n \u003cdiv class=\"CaptionNumber\"\u003eTable 2\u003c/div\u003e\n \u003cdiv class=\"CaptionContent\"\u003e\n \u003cp\u003e\u003cem\u003eMeasurement Invariance of the BANGS Across Gender\u003c/em\u003e\u003c/p\u003e\n \u003c/div\u003e\n \u003c/caption\u003e\n \u003cthead\u003e\n \u003ctr\u003e\n \u003cth align=\"left\"\u003e\n \u003cp\u003eModel\u003c/p\u003e\n \u003c/th\u003e\n \u003cth align=\"left\"\u003e\n \u003cp\u003e\u003cem\u003e\u0026chi;\u003c/em\u003e\u003csup\u003e2\u003c/sup\u003e\u003c/p\u003e\n \u003c/th\u003e\n \u003cth align=\"left\"\u003e\n \u003cp\u003edf\u003c/p\u003e\n \u003c/th\u003e\n \u003cth align=\"left\"\u003e\n \u003cp\u003e\u003cem\u003e\u0026chi;\u003c/em\u003e\u003csup\u003e2\u003c/sup\u003e/df\u003c/p\u003e\n \u003c/th\u003e\n \u003cth align=\"left\"\u003e\n \u003cp\u003eCFI\u003c/p\u003e\n \u003c/th\u003e\n \u003cth align=\"left\"\u003e\n \u003cp\u003eTLI\u003c/p\u003e\n \u003c/th\u003e\n \u003cth align=\"left\"\u003e\n \u003cp\u003eSRMR\u003c/p\u003e\n \u003c/th\u003e\n \u003cth align=\"left\"\u003e\n \u003cp\u003eRMSEA\u003c/p\u003e\n \u003c/th\u003e\n \u003c/tr\u003e\n \u003c/thead\u003e\n \u003ctbody\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eBANGS-General\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\u0026nbsp;\u003c/td\u003e\n \u003ctd align=\"left\"\u003e\u0026nbsp;\u003c/td\u003e\n \u003ctd align=\"left\"\u003e\u0026nbsp;\u003c/td\u003e\n \u003ctd align=\"left\"\u003e\u0026nbsp;\u003c/td\u003e\n \u003ctd align=\"left\"\u003e\u0026nbsp;\u003c/td\u003e\n \u003ctd align=\"left\"\u003e\u0026nbsp;\u003c/td\u003e\n \u003ctd align=\"left\"\u003e\u0026nbsp;\u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eConfigural invariance\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e313.83\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e234\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e1.34\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.96\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.95\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.06\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.05\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eMetric invariance\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e325.39\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e246\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e1.32\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.96\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.95\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.07\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.05\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eScalar invariance\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e339.50\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e264\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e1.29\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.96\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.96\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.07\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.05\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eStrict invariance\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e371.74\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e282\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e1.32\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.96\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.95\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.07\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.05\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eBANGS-Particular\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\u0026nbsp;\u003c/td\u003e\n \u003ctd align=\"left\"\u003e\u0026nbsp;\u003c/td\u003e\n \u003ctd align=\"left\"\u003e\u0026nbsp;\u003c/td\u003e\n \u003ctd align=\"left\"\u003e\u0026nbsp;\u003c/td\u003e\n \u003ctd align=\"left\"\u003e\u0026nbsp;\u003c/td\u003e\n \u003ctd align=\"left\"\u003e\u0026nbsp;\u003c/td\u003e\n \u003ctd align=\"left\"\u003e\u0026nbsp;\u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eConfigural invariance\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e391.76\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e234\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e1.67\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.94\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.93\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.05\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.07\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eMetric invariance\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e405.89\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e246\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e1.65\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.94\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.93\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.06\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.07\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eScalar invariance\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e416.50\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e264\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e1.58\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.94\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.94\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.06\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.07\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eStrict invariance\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e463.05\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e282\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"char\"\u003e\n \u003cp\u003e1.64\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.93\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.93\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.06\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.07\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003c/tbody\u003e\n \u003ctfoot\u003e\n \u003ctr\u003e\n \u003ctd colspan=\"8\"\u003e\u003cem\u003eNote\u003c/em\u003e. \u0026chi;\u003csup\u003e\u003cem\u003e2\u003c/em\u003e\u003c/sup\u003e\u0026thinsp;=\u0026thinsp;Chi-square; df\u0026thinsp;=\u0026thinsp;Degree of Freedom; p\u0026thinsp;=\u0026thinsp;Significance; CFI\u0026thinsp;=\u0026thinsp;Comparative fit index; TLI\u0026thinsp;=\u0026thinsp;Tucker-Lewis Index; RMSEA\u0026thinsp;=\u0026thinsp;Root Mean Square Error of Approximation; SRMR\u0026thinsp;=\u0026thinsp;Standardized Root Mean Square Residual.\u003c/td\u003e\n \u003c/tr\u003e\n \u003c/tfoot\u003e\n \u003c/table\u003e\n \u003c/div\u003e\n \u003cp\u003e\u0026nbsp;\u003c/p\u003e\n \u003c/div\u003e\n\u003c/div\u003e\n\u003cdiv id=\"Sec13\" class=\"Section2\"\u003e\n \u003cdiv id=\"Sec14\" class=\"Section3\"\u003e\n \u003ch2\u003eReliability Scores of the BANGS Versions\u003c/h2\u003e\n \u003cp\u003eTo assess the reliability scores, Cronbach\u0026rsquo;s alpha and McDonald\u0026rsquo;s omega scores were calculated. The majority of the subscales of both versions of the BANGS demonstrated good reliability, ranging from .81 to .91. Autonomy frustration in gaming experiences in general indicated questionable reliability, while showing acceptable reliability in the other version.\u003c/p\u003e\n \u003cp\u003eTable\u0026nbsp;\u003cspan class=\"InternalRef\"\u003e3\u003c/span\u003e\u003c/p\u003e\n \u003cdiv class=\"gridtable\"\u003e\n \u003cdiv class=\"colspec\" align=\"left\"\u003e\u0026nbsp;\u003c/div\u003e\n \u003cdiv class=\"colspec\" align=\"left\"\u003e\u0026nbsp;\u003c/div\u003e\n \u003cdiv class=\"colspec\" align=\"left\"\u003e\u0026nbsp;\u003c/div\u003e\n \u003ctable id=\"Tab3\" border=\"1\"\u003e\n \u003ccaption\u003e\n \u003cdiv class=\"CaptionNumber\"\u003eTable 3\u003c/div\u003e\n \u003cdiv class=\"CaptionContent\"\u003e\n \u003cp\u003e\u003cem\u003eReliability Scores of the BANGS\u003c/em\u003e\u003c/p\u003e\n \u003c/div\u003e\n \u003c/caption\u003e\n \u003cthead\u003e\n \u003ctr\u003e\n \u003cth align=\"left\"\u003e\n \u003cp\u003eBANGS Subscale\u003c/p\u003e\n \u003c/th\u003e\n \u003cth align=\"left\"\u003e\n \u003cp\u003eCronbach\u0026rsquo;s alpha\u003c/p\u003e\n \u003c/th\u003e\n \u003cth align=\"left\"\u003e\n \u003cp\u003eMcDonald\u0026rsquo;s omega\u003c/p\u003e\n \u003c/th\u003e\n \u003c/tr\u003e\n \u003c/thead\u003e\n \u003ctbody\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eG-Autonomy Satisfaction\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.84\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.84\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eG-Autonomy Frustration\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.58\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.60\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eG-Competence Satisfaction\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.87\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.88\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eG-Competence Frustration\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.81\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.81\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eG-Relatedness Satisfaction\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.84\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.85\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eG-Relatedness Frustration\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.83\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.83\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eS-Autonomy Satisfaction\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.89\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.89\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eS-Autonomy Frustration\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.68\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.71\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eS-Competence Satisfaction\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.84\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.85\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eS-Competence Frustration\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.82\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.82\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eS-Relatedness Satisfaction\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.89\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.89\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eS-Relatedness Frustration\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.91\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e.91\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003c/tbody\u003e\n \u003ctfoot\u003e\n \u003ctr\u003e\n \u003ctd colspan=\"3\"\u003e\u003cem\u003eNote\u003c/em\u003e. G: Video gaming experiences in general; S: Video gaming experiences in a particular game.\u003c/td\u003e\n \u003c/tr\u003e\n \u003c/tfoot\u003e\n \u003c/table\u003e\n \u003c/div\u003e\n \u003c/div\u003e\n\u003c/div\u003e\n\u003cdiv id=\"Sec15\" class=\"Section2\"\u003e\n \u003cp\u003e\u003cstrong\u003eThe Associations Among the BANGS, Problematic Online Gaming, Life Satisfaction, Meaning in Life, and Real-Life Basic Psychological Needs\u003c/strong\u003e\u003c/p\u003e\n \u003cp\u003eTo explore the associations among the variables, Pearson correlation analyses were carried out. As show in Table\u0026nbsp;\u003cspan class=\"InternalRef\"\u003e4\u003c/span\u003e, for the version of gaming experiences in general, autonomy satisfaction and competence satisfaction had weak or moderate positive associations with all of well-being, meaning in life, and real-life need satisfaction indicators. Relatedness satisfaction had a moderate positive association with problematic online gaming and weak positive associations with real-life autonomy satisfaction and real-life competence satisfaction. Autonomy satisfaction had weak negative associations with problematic online gaming, real-life competence frustration, and real-life relatedness frustration. Competence satisfaction had weak negative associations with real-life competence frustration and real-life relatedness frustration.\u003c/p\u003e\n \u003cdiv class=\"gridtable\"\u003e\n \u003cdiv class=\"colspec\" align=\"left\"\u003e\u0026nbsp;\u003c/div\u003e\n \u003cdiv class=\"colspec\" align=\"left\"\u003e\u0026nbsp;\u003c/div\u003e\n \u003ctable id=\"Tab4\" border=\"1\"\u003e\n \u003ccaption\u003e\n \u003cdiv class=\"CaptionNumber\"\u003eTable 4\u003c/div\u003e\n \u003cdiv class=\"CaptionContent\"\u003e\n \u003cp\u003e\u003cem\u003eThe Associations Among the BANGS Version of Gaming Experiences in General, Real-Life Basic Psychological Needs, Meaning in Life Indicators, and Life Satisfaction\u003c/em\u003e\u003c/p\u003e\n \u003c/div\u003e\n \u003c/caption\u003e\n \u003cthead\u003e\n \u003ctr\u003e\n \u003cth align=\"left\"\u003e\u0026nbsp;\u003c/th\u003e\n \u003cth colspan=\"6\" align=\"left\"\u003e\n \u003cp\u003eBANGS Subscales\u003c/p\u003e\n \u003c/th\u003e\n \u003c/tr\u003e\n \u003c/thead\u003e\n \u003ctbody\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\u0026nbsp;\u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eGAS\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eGAF\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eGCS\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eGCF\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eGRS\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eGRF\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eAUS\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.38 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.03\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.38 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.1\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.20 **\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.10\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eAUF\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.01\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.17 **\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.03\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.27 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.07\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.21 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eCOS\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.36 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.06\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.33 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.12\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.13 *\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.10\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eCOF\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.13 *\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.28 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.17 **\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.42 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.08\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.39 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eRES\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.40 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.11\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.39 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.32 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.11\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.41 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eRES\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.18 **\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.28 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.22 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.40 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.01\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.39 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eSWLS\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.27 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.07\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.21 **\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.06\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.11\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.08\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eCOH\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.35 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.05\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.26 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.16 *\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.08\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.25 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003ePUR\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.25 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.05\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.24 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.12\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.06\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.25 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eSIG\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.23 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.01\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.19 **\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.11\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.07\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.20 **\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003ePOG\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.15 *\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.14 *\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.08\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.52 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.32 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.52 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003c/tbody\u003e\n \u003ctfoot\u003e\n \u003ctr\u003e\n \u003ctd colspan=\"7\"\u003e\u003cem\u003eNote\u003c/em\u003e. * \u003cem\u003ep\u003c/em\u003e\u0026thinsp;\u0026lt;\u0026thinsp;.05, ** \u003cem\u003ep\u003c/em\u003e\u0026thinsp;\u0026lt;\u0026thinsp;.01, *** \u003cem\u003ep\u003c/em\u003e\u0026thinsp;\u0026lt;\u0026thinsp;.001. GAS: Autonomy satisfaction in gaming experiences in general; GAF: Autonomy frustration in gaming experiences in general; GCS: Competence satisfaction in gaming experiences in general; GCF: Competence frustration in gaming experiences in general; GRS: Relatedness satisfaction in gaming experiences in general; GRF: Relatedness frustration in gaming experiences in general; COH: Coherence; PUR: Purpose; SIG: Significance; SWLS: Life Satisfaction; POG: Problematic Online Gaming.\u003c/td\u003e\n \u003c/tr\u003e\n \u003c/tfoot\u003e\n \u003c/table\u003e\n \u003c/div\u003e\n \u003cp\u003eFor the version of gaming experiences in general, autonomy frustration had a weak positive association with problematic online gaming, while competence frustration and relatedness frustration had moderate positive associations with it. Autonomy frustration had weak positive associations with real-life autonomy frustration, real-life competence frustration, and real-life relatedness frustration. Competence frustration and relatedness frustration had weak positive associations with real-life autonomy frustration, while having moderate positive associations with real-life competence frustration and real-life relatedness frustration. Competence frustration had a weak negative association with coherence, while having a moderate negative association with real-life relatedness satisfaction. Relatedness frustration had weak negative associations with coherence, purpose, and significance, while having a moderate negative association with real-life relatedness satisfaction.\u003c/p\u003e\n \u003cp\u003e\u0026nbsp;\u003c/p\u003e\n \u003cp\u003eAs shown in Table\u0026nbsp;\u003cspan class=\"InternalRef\"\u003e5\u003c/span\u003e, for the version of gaming experiences in a particular game, autonomy satisfaction had a weak negative association with problematic online gaming, while relatedness satisfaction had a moderate positive association with it. Autonomy satisfaction and competence satisfaction had weak or moderate positive associations with all of well-being, meaning in life, and real-life need satisfaction indicators. Relatedness satisfaction had only a weak positive association with real-life autonomy satisfaction. Autonomy satisfaction and competence satisfaction had weak negative associations with real-life competence frustration and real-life relatedness frustration.\u003c/p\u003e\n \u003cdiv class=\"gridtable\"\u003e\n \u003cdiv class=\"colspec\" align=\"left\"\u003e\u0026nbsp;\u003c/div\u003e\n \u003ctable id=\"Tab5\" border=\"1\"\u003e\n \u003ccaption\u003e\n \u003cdiv class=\"CaptionNumber\"\u003eTable 5\u003c/div\u003e\n \u003cdiv class=\"CaptionContent\"\u003e\n \u003cp\u003e\u003cem\u003eThe Associations Among the BANGS Version of Gaming Experiences in a Particular Game, Real-Life Basic Psychological Needs, Meaning in Life Indicators, and Life Satisfaction\u003c/em\u003e\u003c/p\u003e\n \u003c/div\u003e\n \u003c/caption\u003e\n \u003cthead\u003e\n \u003ctr\u003e\n \u003cth align=\"left\"\u003e\u0026nbsp;\u003c/th\u003e\n \u003cth colspan=\"6\" align=\"left\"\u003e\n \u003cp\u003eBANGS Subscales\u003c/p\u003e\n \u003c/th\u003e\n \u003c/tr\u003e\n \u003c/thead\u003e\n \u003ctbody\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\u0026nbsp;\u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eSAS\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eSAF\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eSCS\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eSCF\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eSRS\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eSRF\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eAUS\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.42 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.10\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.38 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.06\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.22 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.11\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eAUF\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.05\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.21 **\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.02\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.25 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.07\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.19 **\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eCOS\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.39 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.16 **\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.33 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.12\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.10\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.08\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eCOF\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.18 **\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.29 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.13 *\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.40 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.11\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.42 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eRES\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.44 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.25 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.38 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.30 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.03\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.41 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eRES\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.20 **\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.34 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.23 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.43 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.04\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.36 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eSWLS\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.22 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.10\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.23 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.10\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.08\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.05\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eCOH\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.31 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.16 *\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.23 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.18 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.01\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.19 **\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003ePUR\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.23 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.15 *\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.24 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.20 **\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.01\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.24 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003eSIG\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.23 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.09\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.21 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.17 **\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.01\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.17 **\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003ctr\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003ePOG\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.14 *\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.31 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e-0.05\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.51 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.34 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003ctd align=\"left\"\u003e\n \u003cp\u003e0.52 ***\u003c/p\u003e\n \u003c/td\u003e\n \u003c/tr\u003e\n \u003c/tbody\u003e\n \u003ctfoot\u003e\n \u003ctr\u003e\n \u003ctd colspan=\"7\"\u003e\u003cem\u003eNote\u003c/em\u003e. * \u003cem\u003ep\u003c/em\u003e\u0026thinsp;\u0026lt;\u0026thinsp;.05, ** \u003cem\u003ep\u003c/em\u003e\u0026thinsp;\u0026lt;\u0026thinsp;.01, *** \u003cem\u003ep\u003c/em\u003e\u0026thinsp;\u0026lt;\u0026thinsp;.001. SAS: Autonomy satisfaction in gaming experiences in a particular game; SAF: Autonomy frustration in gaming experiences in a particular game; SCS: Competence satisfaction in gaming experiences in a particular game; SCF: Competence frustration in gaming experiences in a particular game; SRS: Relatedness satisfaction in gaming experiences in a particular game; SRF: Relatedness frustration in gaming experiences in a particular game; COH: Coherence; PUR: Purpose; SIG: Significance; SWLS: Life Satisfaction; POG: Problematic Online Gaming.\u003c/td\u003e\n \u003c/tr\u003e\n \u003c/tfoot\u003e\n \u003c/table\u003e\n \u003c/div\u003e\n \u003cp\u003eFor the version of gaming experiences in a particular game, autonomy frustration, competence frustration, and relatedness frustration had moderate positive associations with problematic online gaming. Autonomy frustration, competence frustration, and relatedness frustration had weak positive associations with real-life autonomy frustration. They had moderate positive associations with real-life competence frustration and real-life relatedness frustration except for a weak positive association between autonomy frustration and real-life competence frustration. They had weak negative associations with coherence and purpose. Competence frustration and relatedness frustration had weak negative associations with significance. Autonomy frustration had weak negative associations with real-life competence satisfaction and real-life relatedness satisfaction. Competence frustration, and relatedness frustration had moderate negative associations with real-life relatedness satisfaction.\u003c/p\u003e\n \u003cp\u003e\u0026nbsp;\u003c/p\u003e\n\u003c/div\u003e"},{"header":"Discussion","content":"\u003cp\u003eThe results provided strong evidence for the structural validity of the two versions of the BANGS. The measurement invariance analyses for the two versions of the BANGS fully supported the configural, metric, scalar, and strict invariances of the two versions of the BANGS across gender. The original version of the BANGS demonstrated partial support for the measurement invariance of the BANGS across game contexts and for the longitudinal invariance, but did not include any measurement invariance analysis across gender (Ballou et al., \u003cspan citationid=\"CR5\" class=\"CitationRef\"\u003e2023\u003c/span\u003e). Our results largely demonstrated good reliability scores of the BANGS. The reliability scores of each need satisfaction and need frustration subscale of the Turkish BANGS had slightly higher scores than the original BANGS subscales (Ballou et al., \u003cspan citationid=\"CR5\" class=\"CitationRef\"\u003e2023\u003c/span\u003e). The only exception was that autonomy frustration in the version of gaming experiences in general had a low reliability, relatively less than the score in the original study. Overall, our study was the first non-English study to confirm the original structure of the BANGS and to evidence good reliability scores.\u003c/p\u003e \u003cp\u003eOur findings in need satisfaction in games for each version mainly demonstrated positive associations with real-life psychological needs, life satisfaction, and meaning in life indicators (i.e., coherence, purpose, significance). These results were in line with prior research (e.g., Ijaz et al., \u003cspan citationid=\"CR13\" class=\"CitationRef\"\u003e2020\u003c/span\u003e; Johannes et al., \u003cspan citationid=\"CR14\" class=\"CitationRef\"\u003e2021\u003c/span\u003e; Ryan et al., \u003cspan citationid=\"CR26\" class=\"CitationRef\"\u003e2006\u003c/span\u003e; Vella et al., 2005), while other research demonstrated negative or no associations with well-being indicators (e.g., Allen \u0026amp; Anderson, \u003cspan citationid=\"CR2\" class=\"CitationRef\"\u003e2018\u003c/span\u003e; Formosa et al., \u003cspan citationid=\"CR10\" class=\"CitationRef\"\u003e2022\u003c/span\u003e). The differences across the results may emerge from various factors such as sample characteristics, the usage of different measures of basic needs in video games and of well-being outcomes, or contextual variables that can affect video gaming experiences. Our findings imply that feeling autonomous and/or competent in video gaming experiences may contribute to individuals\u0026rsquo; sense of coherence, purpose, and significance in life. Furthermore, experiencing need frustration in autonomy, competence, and relatedness in video gaming experiences may detract from individuals\u0026rsquo; sense of coherence, purpose, and significance in life.\u003c/p\u003e \u003cp\u003eOur results indicated that each need satisfaction and frustration indicators in video game experiences in general or in a particular game related to their counterparts of real-life need satisfaction and frustration indicators except for relatedness satisfaction in both versions. In prior studies, researchers indicated that experiencing and satisfying basic needs in video games have positive outcomes on need satisfaction (e.g., Allen, \u003cspan citationid=\"CR1\" class=\"CitationRef\"\u003e2020\u003c/span\u003e; Allen \u0026amp; Anderson, \u003cspan citationid=\"CR2\" class=\"CitationRef\"\u003e2018\u003c/span\u003e; Ballou \u0026amp; Deterding, \u003cspan citationid=\"CR4\" class=\"CitationRef\"\u003e2023\u003c/span\u003e), while Noon et al. (\u003cspan citationid=\"CR24\" class=\"CitationRef\"\u003e2024\u003c/span\u003e) did not replicate these associations for competence and relatedness satisfaction in video game experiences among adolescents. Overall, our findings largely provide support for the hypothesis of the BANG model that need satisfaction and frustration in games at the contextual level regarding gaming experiences in a particular game or in general may translate into player\u0026rsquo;s need satisfaction and frustration at the global level (i.e., in life) (Ballou \u0026amp; Deterding, \u003cspan citationid=\"CR4\" class=\"CitationRef\"\u003e2023\u003c/span\u003e).\u003c/p\u003e \u003cp\u003eOur results demonstrated that each need satisfaction and frustration indicators in video game experiences in general or in a particular game related to problematic online gaming except for relatedness satisfaction in both versions. These results were similar to previous research (e.g., Allen \u0026amp; Anderson, \u003cspan citationid=\"CR2\" class=\"CitationRef\"\u003e2018\u003c/span\u003e; Mills et al., \u003cspan citationid=\"CR22\" class=\"CitationRef\"\u003e2018a\u003c/span\u003e); however, several research demonstrated that game need satisfaction had weak positive associations with problematic online gaming and that need frustration had positive associations with it (e.g., Bender \u0026amp; Gentile, \u003cspan citationid=\"CR7\" class=\"CitationRef\"\u003e2020\u003c/span\u003e; Formosa et al., \u003cspan citationid=\"CR10\" class=\"CitationRef\"\u003e2022\u003c/span\u003e; Kosa \u0026amp; Uysal, \u003cspan citationid=\"CR16\" class=\"CitationRef\"\u003e2021\u003c/span\u003e). As need frustration scores in both versions had higher associations with problematic online gaming, need-frustrating experiences in video games may be a strong risk factor for developing and maintaining game-addictive behaviors.\u003c/p\u003e \u003cp\u003eThe present versions of the Turkish BANGS employed university students in a cross-sectional design, which can limit the generalizability of the results and the speculation of causality. The present research relied on self-report measures, raising the possibility of bias such as social desirability. The present research did not evaluate the role of need satisfaction and frustration in daily life on problematic online gaming as correlations among them were provided.\u003c/p\u003e \u003cp\u003eFuture research should examine the psychometric properties of the BANGS in diverse populations such as divergent validity, particularly among teenagers and adults. Research can also investigate the longitudinal and contextual invariance of the BANGS as in the original version and test other propositions of the BANG model. These studies can be performed through objectively-tracked playtime. Future research can particularly focus on compensatory game selection, need-compensating gaming, and basic needs in games. Research can investigate how to tap into the autonomy subscales in video games and strive to develop single-item versions of basic needs in video games.\u003c/p\u003e \u003cp\u003eIn conclusion, the results of both versions of the BANGS demonstrate that the Turkish BANGS is a valid and reliable measure to assess basic needs in games. This study highlights the importance of need-supportive and need-frustrating experiences in video games and their potential outcomes in real-life need satisfaction and well-being. The results suggest that need-supportive and need-frustrating experiences in video games may be instrumental in individuals\u0026rsquo; sense of coherence, purpose, and significance in life. As video games and gaming become more pervasive around the globe, identifying and improving healthy gaming experiences in the context of basic needs may warrant broader implications for individuals\u0026rsquo; well-being and mental health. Further research should explore the complexity of basic needs in games and mental health outcomes across diverse cultural and demographic contexts.\u003c/p\u003e"},{"header":"Declarations","content":"\u003cp\u003e\u003cstrong\u003eFunding.\u003c/strong\u003e This article was prepared within the framework of the HSE University Basic Research Program.\u003c/p\u003e\n\u003cp\u003e\u003cstrong\u003eInstitutional review board statement.\u003c/strong\u003e The study was conducted in accordance with the Declaration of Helsinki and approved by the Commission for the Ethical Evaluation of Empirical Research Projects of the Department of Psychology of the HSE University (April 3, 2024).\u003c/p\u003e\n\u003cp\u003e\u003cstrong\u003eInformed consent statement.\u003c/strong\u003e All participants granted their informed consent in the study.\u003c/p\u003e\n\u003cp\u003e\u003cstrong\u003eData availability statement. \u003c/strong\u003eThe data in this study will be made available upon reasonable request from the corresponding author.\u003c/p\u003e\n\u003cp\u003e\u003cstrong\u003eAcknowledgments. \u003c/strong\u003eThe authors thank Nick Ballou, PhD, from the Oxford Internet Institute, for the feedback and contributions.\u003c/p\u003e\n\u003cp\u003e\u003cstrong\u003eDisclosure statement.\u003c/strong\u003e The authors report there are no competing interests to declare.\u003c/p\u003e"},{"header":"References","content":"\u003col\u003e\u003cli\u003e\u003cspan\u003eAllen JJ (2020) \u003cem\u003eGaming as psychologically nutritious: Does need satisfaction in video games contribute to daily well-being beyond need satisfaction in the real world?\u003c/em\u003e [Doctoral thesis, Iowa State University]. 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Guilford Press, New York, pp 209\u0026ndash;231\u003c/span\u003e\u003c/li\u003e\u003c/ol\u003e"}],"fulltextSource":"","fullText":"","funders":[],"hasAdminPriorityOnWorkflow":false,"hasManuscriptDocX":true,"hasOptedInToPreprint":true,"hasPassedJournalQc":"","hasAnyPriority":true,"hideJournal":true,"highlight":"","institution":"HSE University","isAcceptedByJournal":false,"isAuthorSuppliedPdf":false,"isDeskRejected":"","isHiddenFromSearch":false,"isInQc":false,"isInWorkflow":false,"isPdf":false,"isPdfUpToDate":true,"isWithdrawnOrRetracted":false,"journal":{"display":true,"email":"
[email protected]","identity":"researchsquare","isNatureJournal":false,"hasQc":true,"allowDirectSubmit":true,"externalIdentity":"","sideBox":"","snPcode":"","submissionUrl":"/submission","title":"Research Square","twitterHandle":"researchsquare","acdcEnabled":true,"dfaEnabled":false,"editorialSystem":"","reportingPortfolio":"","inReviewEnabled":false,"inReviewRevisionsEnabled":true},"keywords":"basic needs in video games, need satisfaction, need frustration, problematic online gaming, meaning in life, well-being","lastPublishedDoi":"10.21203/rs.3.rs-5591069/v1","lastPublishedDoiUrl":"https://doi.org/10.21203/rs.3.rs-5591069/v1","license":{"name":"CC BY 4.0","url":"https://creativecommons.org/licenses/by/4.0/"},"manuscriptAbstract":"\u003cp\u003eRecent 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 (BANGS) into Turkish, tested the psychometric properties of \u0026ldquo;gaming in general\u0026rdquo; and \u0026ldquo;gaming in a particular game\u0026rdquo; versions of the Turkish BANGS, and investigated the associations among the BANGS, 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 Turkish-speaking participants who played at least a video game over the past two weeks. The results provided evidence for the structural validity of the Turkish BANGS versions, and demonstrated good reliability for the BANGS 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.\u003c/p\u003e","manuscriptTitle":"The Nexus of Video Gaming Experiences: The Associations Among Basic Needs in Games, Real-Life Basic Needs, Well-Being Indicators, and Problematic Online Gaming","msid":"","msnumber":"","nonDraftVersions":[{"code":1,"date":"2024-12-09 12:49:38","doi":"10.21203/rs.3.rs-5591069/v1","editorialEvents":[{"type":"communityComments","content":0}],"status":"published","journal":{"display":true,"email":"
[email protected]","identity":"researchsquare","isNatureJournal":false,"hasQc":true,"allowDirectSubmit":true,"externalIdentity":"","sideBox":"","snPcode":"","submissionUrl":"/submission","title":"Research Square","twitterHandle":"researchsquare","acdcEnabled":true,"dfaEnabled":false,"editorialSystem":"","reportingPortfolio":"","inReviewEnabled":false,"inReviewRevisionsEnabled":true}}],"origin":"","ownerIdentity":"7a87e771-77ef-45fb-8934-aeace938b40b","owner":[],"postedDate":"December 9th, 2024","published":true,"recentEditorialEvents":[],"rejectedJournal":[],"revision":"","amendment":"","status":"posted","subjectAreas":[{"id":41235864,"name":"Psychology"},{"id":41235865,"name":"Psychiatry"}],"tags":[],"updatedAt":"2024-12-09T12:49:38+00:00","versionOfRecord":[],"versionCreatedAt":"2024-12-09 12:49:38","video":"","vorDoi":"","vorDoiUrl":"","workflowStages":[]},"version":"v1","identity":"rs-5591069","journalConfig":"researchsquare"},"__N_SSP":true},"page":"/article/[identity]/[[...version]]","query":{"redirect":"/article/rs-5591069","identity":"rs-5591069","version":["v1"]},"buildId":"qtupq5eGEP_6zYnWcrvyt","isFallback":false,"isExperimentalCompile":false,"dynamicIds":[84888],"gssp":true,"scriptLoader":[]}
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