Explaining Computer Games Addiction Based on Basic Psychological Needs With the Mediating Role of Life Satisfaction
Excessive use of technology and the Internet, the increase in the use of smartphones, tablets, and laptops, have created problems for humanity today, one of which is addiction to computer games. This issue, which is especially a problem for adolescents, has become an important research area for researchers. This study aims to test the relationship model between basic psychological needs and addiction to "games" with the mediating role of life satisfaction, and the research method is descriptive-correlational. The statistical population includes students in Karaj in the academic year 2022-2023, with a sample of 374 people selected through the cluster random method. The research tools also included The Basic Needs questionnaire of LaGuardia et al. (2000), Life Satisfaction questionnaire of Sharififard et al. (2021), and Addiction to Online Games questionnaire of Khazal et al. (2007). Path analysis was used to analyze the data using SPSS version 27 and LISREL version 8.8 software. The results of the study showed that the research model had a good fit with the data. In examining the results, it was determined that basic needs (competence and relatedness) had a negative and significant direct effect on gaming addiction and a positive and significant effect on life satisfaction. The direct effect of autonomy need on gaming addiction was not significant. The effect of life satisfaction on gaming addiction was negative and significant (p<0.01). Also, based on the results, life satisfaction has a significant mediating role in the relationship between basic psychological needs and gaming addiction (p<0.01). Based on the findings, basic needs play a role in increasing satisfaction, and increasing life satisfaction is effective in reducing gaming addiction.
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