The Basic Needs in Games Model of Video Game Play and Mental Health
Nick Ballou,
Sebastian Deterding
Abstract:Existing theories of how game use relates to mental health have important limitations: few account for both quantity and quality of use, differentiate components of mental health (hedonic wellbeing, eudaimonic wellbeing and illbeing), provide an explanation for both positive and negative outcomes or readily explain the well-evidenced absence of playtime effects on mental health. Many also lack the specificity to be readily falsifiable. In response, we present the Basic Needs in Games (BANG) model. Grounded in … Show more
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