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The relation between mobile game addiction,

self-esteem and motivations for gameplay

SHULAN LIN 11605170

Graduate School of Communication Word count: 6769

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Abstract

Mobile games have become an ever-increasing part of individuals’ daily lives. Coupled with

this phenomenon, more and more people have become concerned about excessive mobile game

use. The aim of present study is to investigate the relationship between mobile game addiction

and self-esteem as well as three game motivations: autonomy, competence and relatedness

which are known as the potential predictors of compulsive gaming behavior. Data revealed that

379 mobile game players filled in a self-report questionnaire which comprised the final sample

(males 44.6%, Mean age 23.56, SD = 4.54). The results indicated that players with higher

self-esteem have stronger autonomy and relatedness motivation for mobile game playing and

they are more likely to get addicted to mobile games. The analyses also revealed that players

who are motivated by autonomy and relatedness get higher addiction scores, whereas players

motivated by competence show less signs of game addiction. In addition, the relationship

between self-esteem and mobile game addiction is fully mediated by relatedness and partially

mediated by autonomy. Results of the study suggested that the self-esteem and psychological

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Hence, we should pay attention to individuals’ character development and psychological needs

to prevent mobile game addiction.

Introduction

Playing mobile games (i.e. played on smartphones and tablets) has become one of the most

popular entertainment activities in recent years (Siakavaras et al., 2018). Tens of millions of

active players play certain mobile games every day, in 2020 the number of mobile game players

is expected to exceed 2 billion (Yves, 2017). However, as the popularity of mobile games has

grown, so have worries about problematic mobile game use, that the term mobile game

addiction has been widely concerned by more and more researchers (O’Donnell, 2018; Hsiao &

Chen, 2016; Balakrishnan & Griffiths, 2018).

Past studies have emphasized the crucial role that motivation played in game addiction

(Xu et al., 2012; Lo et al., 2005; Choi et al., 2004). As a widely used motivational theory,

Self-Determination Theory (SDT) has been applied to many studies to investigate players’

psychological motivation and obsessive gaming behavior (Peng, 2012; Suler, 2001). SDT

proposed that one of the most important sources of individuals’ motivation is to maintain and

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4 sub-study to investigate gameplay behavior by applying SDT and indicated the importance of

self-esteem on motivational pull of games and game play immersion (Ryan et al., 2006). Some

other studies also indicated that individuals’ character traits like self-esteem may lead to

excessive gaming behavior and suggested that there is a positive relationship between

self-esteem and game addiction (Supardi et al., 2016; Huang et al., 2015; Vorderer et al., 2003).

While some studies showed that self-esteem is negative correlated with game addiction (Niemz

et al., 2005; Shaw et al., 2004; Ng et al., 2005). However, little has been researched about the

relationship between self-esteem, game motivations and game addiction. Moreover, most

studies on game addiction are mainly focused on online games (Kim et al., 2005; Charlton &

Danforth, 2007; Van Rooij et al., 2011), few studies were conducted in the field of mobile

games (Schwabe & Göth, 2005; Barkhuus et al., 2005).

Therefore, the purpose of current study is to investigate the relationship between

self-esteem and three game motivations proposed by SDT: the need for autonomy, competence

and relatedness, and how this may be related to mobile game addiction. Since mobile games

have become the biggest video game segment worldwide in terms of value (Yves, 2017), the

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players’ motivational pull. More importantly, the current study can also help researchers to get

insights about the relationship between self-esteem, game motivations and mobile game

addiction. Furthermore, investigating the factors that may influence mobile gaming behavior

can also contribute to prevention or remedy strategies developing and help individuals who are

addicted to mobile games.

Figure 1. Conceptual model

Theoretical Background

Self-Determination Theory in Games

According to Ryan and Deci (2000), the definition of motivation is “to be moved to do

something”. An individual who has no impulses or impetus to take an action is thus referred to

as unmotivated, whereas an individual who is energized or inspired to finish something is

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motivation and behavior which emphasizes the importance of individuals’ innate resources for

potential development and behavioral self-regulation. SDT holds the view that human beings’

inherent growth tendencies and innate psychological needs are the foundation of self-drive and

these tendencies and needs are also conditioned and interact with the environment. In

Self-determination theory (SDT), Ryan and Deci (2000) explored three innate psychological

needs of human beings - namely, autonomy, competence and relatedness. The study by Suler

(2001) found that during game playing, the fulfillments of different psychological needs are the

sources of players’ motivation. Thus, autonomy, competence and relatedness have been applied

to many game studies as motivations to explore game engagement behavior. (Ryan et al., 2006;

Sheldon et al., 2008; Lafrenière et al., 2012).

First, autonomy refers to a sense of volition or controlling over one’s own actions (Ryan &

Deci, 2000). In particular, the autonomy in games is reflected in the rights and the amount of

choice that players owned during game play (Rigby & Ryan, 2011). Most mobile games will

provide players with flexible options over fictional characters, strategies and tasks based on

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that allow players to generate the following content of the novel game environments which

greatly satisfy players’ autonomy need.

The second, competence refers to individuals’ need to control the environment, that is,

individuals need to experience a sense of competence that they are qualified for the activities

they are engaged in (Ryan & Deci, 2000). Most mobile games will set challenges in different

levels as players’ progress. As the difficulty level increased in line with players’ skill, players

would experience the enhancement of their ability which stimulates their sense of

accomplishment, thus enhancing their game motivation (Ryan et al., 2006).

Third, relatedness means that individuals have the need to feel belonging (Ryan & Deci,

2000). Individuals have some emotional needs that they need the feelings of support,

understanding, love and concern by communicating and interacting with others or the

surrounding environment sometimes (Kim et al., 2008). Acquiring the sense of relatedness is a

very important motivation for many game players and social function has always been a

constituent part in most games (Przybylski, 2010). Mobile games provide players a virtual

world where they can communicate, interact as well as fight together with fellow players who

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To satisfy the three psychological needs, Ryan and Deci (2000) proposed two overarching

kinds of motivation: intrinsic and extrinsic, both intrinsic and extrinsic motivations are

important determinants of human behavior and psychological needs fulfillment (Ryan & Deci,

2000). Intrinsic motivation refers to the actions that performed because of the inherent

enjoyment and satisfaction other than for the separable outcomes (Ryan & Deci, 2000).

Extrinsic motivation is defined as the drive that comes from external sources and rewards to

motivate people to perform in a certain way (Ryan & Deci, 2000). However, extrinsic

motivation is not only referring to the in-kind incentives but also including emotional feelings

or personal belief. In addition, extrinsic motivation can be internalized and can be very

autonomous (Ryan & Deci, 2000). For example, an employee who works hard because he

thinks it’s valuable for improving his own image to others is extrinsically motivated. The

employee is doing this for instrumental value instead of enjoying the work itself. One of the

most important term of extrinsic motivation is ego involvement, in which the primary purpose

for an individual to take an action is to maintain or enhance his self-esteem and obtain the sense

of self-value (Nicholls, 1984).

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In previous studies, the term self-esteem has received extensive concern in the field of

games (Colwell & Kato, 2003; Kim et al., 2008; Zhou & Leung, 2012). According to the most

classic definition, self-esteem is an attitude that individual holds towards to himself and the

personal beliefs about one’s own worth, value and importance (Coopersmith, 1967). The study

by Craig indicated that self-esteem is an important predictor of Internet and game use since

people with lower self-esteem may take them as a way to escape from the reality. Especially for

the college students who are not able to adapt to university life (Craig, 1995). Wan and Chiou

(2006) also pointed out that individuals who have lower self-esteem are more easily obsessed

with mobile games due to lack of self-confidence and social intelligence. A study by Supardi et

al. (2016) also found that self-esteem is significantly contributed to game addiction. However,

the result showed that mobile games are more addictive for players with higher self-esteem.

Similar to Supardi et al. (2016), a study by Huang et al. (2015) also found a positive

association between self-esteem and game use intensity. Moreover, they found that players are

driven by different motivations and gratified by various factors. Considering the different

opinions about the relationship between self-esteem and game addiction that previous studies

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RQ1: How is self-esteem correlated with mobile game addiction?

Self-esteem and Mobile Game Motivations

Numerous philosophers, psychologist and scholars have stressed that self-esteem plays an

important role in motivations and that people with higher self-esteem may lead to a more

intensive motivation when performing a task (Bénabou & Tirole, 2002). The study by

Baumeister et al. (2003) also indicated that self-esteem has an influence on both individuals’

intrinsic and extrinsic motivations. People with higher self-esteem are more likely to take a task

as a way to cultivate personal strengths and they are always trying to impress others during the

task. While the attitudes of people with lower self-esteem are in a more casual way that they just

want to become adequate when performing a task (Baumeister et al., 1985). A study by

Baumeister et al. (2003) also indicated that the increase or decrease of one’s self-esteem are

always related with one’s motivation to accomplish things or pursue a goal and how individuals

feel about themselves. The study also proposed that people with higher self-esteem have a

stronger desire for achievements, win a competition, figure out a problem or receive

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relationship between self-esteem and mobile game motivations are limited. Therefore, the

following research question is investigated:

RQ2: How is self-esteem correlated with three mobile game motivations: autonomy,

competence and relatedness.

Mobile Game Motivations and Addiction

According to SDT, self-esteem is an important factor that influences an individual’s needs

gratification. Moreover, the feelings of autonomy, competence and relatedness are also the

basis to intrinsically motivate someone, thus making them become more self-determined to do

something (Ryan & Deci, 2000). Use and gratifications theory (U&G) also posited that

individuals would select different media to fulfill their social and psychological needs and they

would be motivated to continue to use a certain medium which satisfied their expected

gratifications they initially sought (Urista, Dong & Day, 2009). The study by Ryan et al. (2006)

also demonstrated that game enjoyment and immersion could be explained by the motivations

of autonomy and competence to a large extent. The stronger motivations that players have, the

more immersed they become. The study by Dennie (2012) also showed that the greater sense of

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addictive gaming consequences. A study by Colwell (2007) also indicated that the

“companionship” factor which refers to a sense of belongingness and connection was a great

predictor of game addiction levels and playing time. The world of games, which provides game

players with an anonymous and interacting environment, is a great channel for them to develop

a friendship and seek the sense of relatedness. Individuals with stronger drive for the sense of

belongingness are more likely to become addicted to gameplay (Lo, Wang & Fang, 2005).

In mobile games, constant triumph, real-time communication, achievement of

self-confidence and imaginary identity have become the important channels for players to

fulfill their needs and motivations. Thus, to fulfill these needs, players will enjoy themselves

during the game process and devote their time to endlessly game playing which may lead to

game addiction (Suler, 2002). Therefore, the following hypotheses are investigated:

H1a: Players with higher autonomy motivation are more addicted to mobile games.

H1b: Players with higher competence motivation are more addicted to mobile games.

H1c: Players with higher relatedness motivation are more addicted to mobile games.

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Although some studies addressed that self-esteem and game motivations are robust

predictors of game addiction (Craig, 1995; Chiou, 2006; Supardi et al., 2016). Some studies

indicated that the game motivations are key to understand the effect of self-esteem on game

addiction (Przybylski et al., 2010; Park et al., 2016; Vorderer et al., 2003). The study by

Przybylski et al. (2010) showed that all three motivations: autonomy, competence and

relatedness are highly correlated with self-esteem, and that the fulfillments of these three

motivations have an influence on the following play and can increase the level of game

immersion. The study by Park et al. (2016) also indicated that players with higher self-esteem

seek specific types of gratification from games that fulfill their need of autonomy as they can

possess various options any role they desire in virtual community which makes them more

possibly indulge in games. Another study by Vorderer et al. (2003) also indicated that the

desire for maintaining and enhancing self-esteem would motivate players to choose games with

skill-graded challenges and balancing difficulties which are the key factors of competence.

Normally these individuals have higher self-esteem and are more likely to get addicted to video

games. The study by Colwell et al. (1995) suggested that self-esteem is positively correlated

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companionships from games. It’s expected that game motivations would mediate the

relationship between self-esteem and players’ addiction degree. Thus, we propose the

following research question:

RQ3: How do players’ motivations mediate the effect of self-esteem on mobile game addiction?

Method

Respondents and Procedure

Two surveys with two different languages (English and Chinese) which drew up a sample

of 577 respondents were conducted. There are 302 respondents filled out the Chinese

questionnaire and 275 respondents filled out the English version. The surveys used online

response method which respondents could participate via all the internet environments. For

Chinese questionnaire, the respondents were all Chinese recruited from mobile games related

Wechat groups and moments by distributing the flyers which showed the questionnaire

QR-code. Wechat red packets which contained 1 to 10 China Yuan (CNY) were randomly

distributed to respondents who completed the Chinese survey as incentives. For English

questionnaire, the respondents were mainly addressed from the Facebook group and mobile

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was randomly sent to 10 respondents who completed the English survey and filled out their

email addresses as incentives. Given that the present research is focused on respondents who

play mobile games, 178 respondents who didn’t play mobile games in the past three months

were omitted. Another 20 respondents were excluded since they didn’t complete the survey.

Overall, 379 respondents constituted the final sample, 44.6% of them were men and 54.4% are

women. There are 197 Chinese mobile gamers and 182 non-Chinese mobile gamers. Most

respondents completed the survey in less in five minutes (regardless of language). Most of the

respondents were students (67.3%) and employees (25.6%), respondents in other employment

status accounted for 7.1%: self-employed (2.4%), out of work (2.6%), home-maker (0.3%) and

other (1.8%). The mean age of these players is 23.56 years (SD = 4.54), ranging from 18 to 47.

Average, players play mobile games 5.33 hours (SD = 8.58) per week.

Measures

Respondents would be asked ‘Have you played games on mobile phone or tablet in the last

three months?’ at first. If the respondents have played games on mobile or tablet in the last

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The following answers about motivations and addiction are based on the mobile game that they

have identified.

Self-esteem. The most widely-used scale to measure self-esteem is Rosenberg Self-Esteem

Scale (RES) (Rosenberg, 1965) which proved to be reliable and valid to assess global

self-worth (Schmitt & Allik, 2005). However, some researchers didn’t choose the certain items

or all items of RSE and indicated that the 10-item RSE could be shortened (O'malley &

Bachman, 1983; Tafarodi & Swann, 1995). The Single-Item Self-esteem Scale (SISE), by

contrast, was considered advantageous in large scale survey (Robins, Hendin & Trzesniewski,

2001). In the present study, self-esteem was measured with SISE which showed a great

reliability and validity in adult samples (Robins et al., 2001). SISE contains one item by asking

respondents to rate the statement that ‘I have high self-esteem’. The response was provided on a

Likert-scale ranging from 1 (strongly disagree) to 5 (strongly agree), (M = 3.77, SD = 1.09).

Mobile game motivations. Mobile game motivations were measured with fourteen items

selected and adapted from Player Experience of Need Satisfaction (PENS) scale (Rigby &

Ryan, 2007) and Game Play Motivations scale (Yee & Nelson, 2012) which were widely used

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SDT (Ryan & Deci, 2000), competence, autonomy and relatedness. The response category was

five-point Likert-scale ranging from 1 (strongly disagree) to 5 (strongly agree). To test the

validity of these items, a factor analysis was conducted. The KMO measure of sampling

adequacy is .85, which is higher the required .60 score. Besides that, Bartlett’s test of

sphericity is statistically significant, as it should be. The results showed that there are three

components which explained 59.57% of the variance in the fourteen items. After a Direct

Oblimin Rotation, three motivations, competence, autonomy and relatedness were addressed.

Competence was measured with three items by asking respondents how important it is that

they can master the challenges and experience the sense of efficacy when they are playing

mobile games. For example, the respondents were required to rate the statement ‘When I am

playing the game, it’s important that I feel the challenges in the game are very balanced with my

skills’. A new variable was created by averaging the three items. The Cronbach’s alpha was

borderline acceptable at 0.69 (M = 3.70, SD =0.88).

Autonomy was measured with four items by asking respondents how important it is that

they feel free and the sense of control when they are playing mobile games. For example, the

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I feel a lot of freedom’. However, the results showed that one item ‘when I am playing the game,

it’s important that I do not feel controlled to be or act a certain way’ is inconsistency with the

other 3 items. After deleting this item, the Cronbach’s alpha was borderline acceptable at 0.65

(M = 3.82, SD =0.84). Averaging the three items, a new scale which indicates the respondents’

autonomy was created.

Relatedness was measured with seven items by asking respondents how important they

think it is to connect with other players when they are playing mobile games. For example, the

respondents were asked to rate the statement ‘when I am playing the game, it’s important that I

can keep in touch with my fellow players’. A new variable was created by averaging the seven

items. The Cronbach’s alpha was 0.89 (M = 2.78, SD =1.17).

Mobile game addiction. Mobile game addiction was assessed with a seven-item game

addiction scale developed by Lemmens, Valkenburg and Peter (2009). The scale measured

seven underlying dimensions of game addiction: salience, tolerance, mood modification,

relapse, withdrawal, conflict and problems. For example, respondents were asked ‘Did you

feel bad when you were unable to play?’. The response was five-point Likert -scale ranging

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scale, the more likely they may become addict to mobile games. A new variable ‘mobile game

addiction’ was created by averaging the seven items.The Cronbach’s alpha was .91 (M = 1.80,

SD =0.85).

Time spent on mobile games. Time spent on mobile games was measured by asking

respondents “On average, how many days per week do you play this game?” and “On an

average day that you play this game, how many hours do you spend playing it? Respondents

can choose the answer from 0 to 7 (increased by 1 every time) for average days and from 0 to 16

(increased by 0.5 every time) for average hours. The total time that players spent on mobile

games was calculate by multiplying days and hours (M = 5.34, SD =8.58).

Results

Table 1: The T-test of game motivations, game addiction and time spent on games on gender and nationality.

Gender Nationality

Variable Male M (SD) Female M (SD) Chinese M (SD) Non-Chinese M (SD)

Game addiction 1.76 (.82) 1.82 (.89) 1.97 (.91) c 1.61 (.74) c Self-esteem 3.76 (1.04) 3.77 (1.13) 4.16 (.90) c 3.34 (1.11) c

Autonomy 3.88 (.77) 3.77 (.89) 4.03 (.80) c 3.60 (.82) c Competence 3.70 (.93) 2.70 (.85) 3.60 (.99) ª 3.79 (.73) ª

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Relatedness 2.95 (1.10) ª 2.63 (1.20) ª 3.12 (1.15) c 2.41 (1.08) c Time spent on games 5.46 (10.95) 5.27 (6.11) 6.22 (10.75) ª 4.38 (5.18) ª

Note: ª p<05, ᵇ p<.01, c p<.001

Results in table 1 show that there is no significant difference between men and women on

mobile game addiction, t (372) = -.65, p = .39>.05, 95% CI [-0.06, 0.09], self-esteem, t (371) =

-.13, p = .90>.05, 95% CI [-0.24, 0.21], autonomy, t (373) = 1.33, p = .19>.05, 95% CI [-0.06,

0.29], competence, t (373) =.07, p = .94>.05, 95% CI [-0.17, 0.19] and time spent on games, t

(373) = .21, p = .84 >.05, 95% CI [-1.58, 1.95]. While relatedness motivation was found

significantly different between men and women, t (373) = 2.56, p = .01<.05, 95% CI [0.07,

0.54]. Men (M = 2.95, SD = 1.10) have stronger relatedness motivation compare to women (M

= 2.64, SD = 1.21).

Table 1 also shows that there is significant difference between Chinese players and

non-Chinese players on mobile game addiction, t (375) =4.20, p <.001, 95% CI [0.19, 0.53],

autonomy, t (377) =5.08, p <.001, 95% CI [0.26, 0.59], competence, t (377) = -2.17, p=.03 <.05,

95% CI [-0.37, -0.02], relatedness, t (377) =6.17, p <.001, 95% CI [0.48, 0.93], time spent on

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autonomy (M=4.03, SD=0.80), relatedness (M=3.12, SD=1.15) and self-esteem (M=4.16,

SD=0.90) compared to non-Chinese players (M=1.61, SD=0.74; M=3.60, SD=0.82; M=2.41,

SD=1.08; M=3.34, SD=1.11). Chinese players (M=3.12, SD=1.15) also spent more time on

mobile game playing than non-Chinese players (M=4.38, SD=5.18). While the competence

motivation of Chinese players (M=3.60, SD=0.99) is significantly lower than non-Chinese

players (M= 3.79, SD=0.73).

Table 2: Correlations between game motivations, self-esteem, game addiction and time spent on games.

Note: ª p<05, ᵇ p<.01, c p<.001

As shown in table 2, correlation analysis was performed to investigate the relationship

between game addiction, time spent on games and other variables. Results revealed that

autonomy (r =.18, p<.001), relatedness (r =.39, p<.001), self-esteem (r =.19, p<.001) were

positively correlated with mobile game addiction. On the other hand, competence (r =-.17, Game addiction Time spent on games

Autonomy r=.18 c r=.15 ᵇ

Competence r=-.17 ᵇ r=.08

Relatedness r=.39 c r=.18 c

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p<.001) was negatively correlated with mobile game addiction. These results also showed that

autonomy (r=.15, p=.00<.05) and relatedness (r=.18, p<0.001) were positively related with

time spent on games. While competence (r=.08, p=.10>0.05) and self-esteem (r=.07,

p=.19>0.05) didn’t show significant correlation with time spent on games.

The Relationship Between Self-esteem and Motivations in Mobile Games

To investigate how self-esteem is correlated with mobile game motivations (RQ1), three

linear regressions with self-esteem as independent variable and autonomy, competence and

relatedness as dependent variables were performed, respectively. The analyses revealed that

self-esteem, F (1, 373) =19.41, p<.001, significantly predicted autonomy and relatedness (F (1,

373) =60.49, p<.001). However, the strength of the prediction is very small: 5% of the variation

in autonomy and 14% of the variation of relatedness could be explained by self-esteem (R²

= .05, R² = .14). The results showed that, self-esteem in both situations, b=.17, b*=.22, t=4.41,

p<.001, 95% CI [0.09,0.25], and b=.40, b*=.37, t=7.78, p<.001, 95% CI [0.30,0.50], has a

positive relationship with autonomy and relatedness. Every unit increased in self-esteem, lead

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self-esteem on competence, the analyses didn’t show that self-esteem F (1, 373) =.033, p=0.86,

significantly predicted competence (b=.01, b*=.04, t=.18, p>.05, 95% CI [-0.08,0.09]).

The Relationship Between Motivations and Addiction in Mobile Games

H1a, H1b and H1c hypothesized that individuals with stronger motivations are more likely

to get addicted to mobile games. These hypotheses were tested by linear regressions, with the

autonomy, competence and relatedness as independent variables and mobile game addition as

dependent variable. The results of three regressions are all significant. The autonomy F (1, 375)

=13.12, p<.001, could therefore be used to predict mobile game addiction degree. However, the

strength of the prediction is small: only 3% of the variation in game addiction could be

predicted by autonomy (R² = .03). Similarly, competence, F (1, 375) =10.58, p<.001, can also

explain 3% of the variation in game addiction (R² = .03). Whereas relatedness, F (1, 375)

=66.03, p<.001, showed a stronger strength of prediction of game addiction: 15% of the

variation in game addiction could be predicted by relatedness (R² = .15). As predicted, the

results indicated that both autonomy, b=.19, b*=.18, t=3.63, p<.001, 95% CI [0.09,0.29], and

relatedness, b=.28, b*=.39, t=8.13, p<.001, 95% CI [0.22,0.35], have a significant and positive

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increase in game addiction by 0.19 and 0.28 units, respectively. Thus, H1a and H1c were

supported. However, it was found that the competence, b=-.16, b*=-.17, t=-3.52, p<.001, 95%

CI [-0.26, -0.06], has a significant and negative relationship with game addiction. Every unit

increased in competence, lead to a decrease in game addiction by 0.16 units. H1b is not

supported.

The Relationship Between Self-esteem and Addiction in Mobile Games

To find out the relationship between self-esteem and game addiction, a linear regression

with the self-esteem as independent variable and game addiction as dependent variable was

conducted. The whole model is significant, F (1, 373) =13.18, p<.001. Therefore, the

self-esteem indeed can predict game addiction. However, the strength of the prediction is rather

small: approximately 3% of the variance in game addiction is accounted for by self-esteem (R²

= .03). It was found that self-esteem, b=.15, b*=.19, t=3.63, p<.001, 95% CI [0.07,0.22], has a

significant and positive relationship with game addiction. Every unit increased in self-esteem,

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Self-esteem, Motivations and Addiction to Mobile Games

Figure 2. Mediation analysis

As the results of RQ1 indicated, no relationship between self-esteem and competence was

found. There is no mediational effect for competence to check. A mediation analysis was

performed by process to investigate how does players’ autonomy motivation mediate the effect

of self-esteem on game addiction. Consistent with the previous results, the findings showed that

self-esteem is a significant predictor of autonomy and that autonomy is a significant predictor

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is smaller than the direct effect size (b = .15), consistent with partial mediation. The effect size

of the indirect effect was 0.03 with a 95% confidence interval [0.01,0.05]. It was found that

autonomy partially mediates the relationship between self-esteem and game addiction.

Another mediation analysis by process was used to investigate how does players’

relatedness motivation mediate the relationship between self-esteem and game addiction. Also,

Consistent with the previous results, the outcomes indicated that self-esteem is a significant

predictor of relatedness and that relatedness is a significant predictor of game addiction. As

Figure 2 shows, self-esteem is no longer a significant predictor of game addiction after

controlling for the mediator, relatedness, b=.04, SE=.04, t=.90, p=.37>.05, 95% CI [-0.04,017],

consistent with full mediation. The effect size of the indirect effect is 0.11, and the effect is

significantly greater than zero with a 95% confidence interval [0.07,0.16]. It was found that

relatedness fully mediates the relationship between self-esteem and game addiction.

Discussion

The current study mainly focused on exploring individuals’ psychological trait

(self-esteem) and motivations (autonomy, competence and relatedness), and how these

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indicated that self-esteem is positively correlated with autonomy and relatedness motivation for

mobile game playing. These results have supported previous studies which suggested that there

is a positive relationship between self-esteem and motivations of autonomy and relatedness

when playing mobile games (Przybylski et al., 2010; Park et al., 2016; Colwell et al., 1995). As

the study by Baumeister et al. (2003) indicated, individuals with higher self-esteem have the

need for feeling their actions are self-chosen and self-endorsed, and a sense of closeness with

others. They also claim to have better interpersonal relationships compared to people with

lower self-esteem. Thus, players with higher self-esteem are more value the sense of control

over the environment and the interpersonal connections from mobile games compare to people

with lower self-esteem. However, the relationship between self-esteem and competence was

not found. One possible explanation could be that individuals with higher self-esteem are

always accompanied with characteristics of narcissistic, defensive and overconfident

(Baumeister et al., 2000). Thus, the motivation for them to seek the sense of competence from

mobile games is relatively poor because they are pretty confident in their abilities and feel

effective in what they do. Another possible interpretation is that the reliability of the items to

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Concerning to the relationship between self-esteem and game addiction, the analyses

showed that players with higher levels of self-esteem scored higher in game addiction. It can be

inferred from this result that the level of self-esteem is a potential predictor of problematic

gaming behavior (Shaw et al., 2004; Ng et al., 2005). People with higher self-esteem are more

persist in pursuing goals and the persistence would be facilitated after failures (Baumeister,

1985). In another words, they may become a bit stubborn when playing mobile games. Once

they lose, they may take it seriously and spend a lot of time on mobile game playing which may

lead to the consequence of game addiction (Marcia, 2017). People normally think that high

self-esteem is a good thing, and a lot of efforts have been made by parents, teachers as well as

therapists to boost individuals’ self-esteem. However, a study by Baumeister et al. (2003)

showed that higher self-esteem doesn’t prevent people from some negative habits like smoking,

drinking, overeating and taking drugs. Such results, which are available from multiple studies,

didn’t indicate that raising self-esteem offers people much benefit (Baumeister & Boden, 1996;

Jordan et al., 2003; Marcia, 2017).

It is still unclear whether the higher self-esteem is the cause or the effect of mobile game

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Thus, they become skilled enough to perform the game and they can make the acquaintance of

more fellow players. Moreover, mobile games provide players with a free environment where

they can present a well-managed persona to make a good impression to others. All these

consequences may boost players’ self-esteem (Griffiths, 2000).

In the current study, it was found that the motivations of autonomy and relatedness are

positively correlated with game addiction. This suggested that players with stronger drive for

acquiring the sense of autonomy and relatedness in mobile games are more likely to become

addicted. The results are consistent with previous studies that indicated autonomy and

relatedness motivations contributed significantly to game addiction (Kim et al., 2008; Dennie,

2012; Wan & Chiou, 2006). As SDT proposed, the basic needs of autonomy and relatedness are

important factors which influence individuals’ engagements in all kinds of activities (Deci &

Ryan, 2000). By providing a variety of flexible options over challenges and tasks in a mobile

game environment, and the chances to communicate and interact with friends or fellow players,

the sense of autonomy and relatedness leads to greater enjoyment and makes players become

more immersed in mobile games. Especially in a society where social competence is becoming

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much choice in real life and lack of chance to make social interaction. Thus, individuals will

turn to mobile games to seek the feeling of autonomy and relatedness.

Interestingly, it was found that the competence is negatively correlated with game

addiction which is inconsistent with previous study results (Kim et al., 2008; Dennie, 2012;

Przybylski, 2010). It might be due to the mobile game environment. At the time of arcade

games, the level of difficulty in games gradually increased according to players’ ability. As

time goes on, players can experience enhanced competence with their gaming progress, their

comfort above their mind. After that, console-based games and online games appeared. With

the application of network technology, players with the same levels will be matched based on

their history of in-game performance (Sylla et al., 2007). People were mainly looking for fun

and challenges from games at that time and players were enjoying the process. Nowadays,

game devices are becoming more varied and the games themselves becoming more

sophisticated, requiring more creative and intricate game play. Especially for mobile games

which were developed as momentary entertainment, more than half of mobile game players

indicated that they will quit the game immediately if they are overwhelmed or underwhelmed

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stronger when playing mobile games, their expectation for feeling competence would also be

higher. Once they feel bored or frustrated when playing a mobile game, their first reaction is

quitting the game instead of continuing the game until they have the sense of competence

(Merikivi & Nguyen, 2017). Another possible reason could also be the reliability of

competence which is just borderline acceptable (Cronbach’s alpha = 0.69).

For mediational hypotheses, the results showed that the relatedness fully mediates and

autonomy partially mediates the relationship between self-esteem and game addiction. As

previous studies indicated, to maintain and enhance self-esteem, people have certain

psychological needs and motivations to continue their gaming behavior which may lead to

game addiction (Przybylski et al., 2010; Park et al., 2016; Vorderer et al., 2003). From these

results, it can be inferred that when players with higher self-esteem play mobile games, they are

more likely to take them as a way to fulfill their needs for autonomy and relatedness. The

pursuit of these needs fulfillment makes them more easily be obsessed with mobile games.

Practical Implications

From the findings, some practical implications can be provided. First, everything has two

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study, it was found that higher self-esteem is positively correlated with game addiction.

However, enhancing self-esteem has received enormous attention from more and more people

and a lot of efforts have been made. The study by Marcia (2017) suggested that many parents

and teachers are too focused on pumping up students’ self-esteem nowadays. Since most

respondents in the current study are students, instead of boosting their self-esteem blindly,

teachers and parents should keenly aware of their development and encourage them

appropriately. Ultimately, game addiction is a kind of psychological dependence which leads to

physical dependence (Xu et al., 2012), enough attention should also be paid to students’

psychological health. For example, psychosocial counseling for students can be arranged

regularly.

Second, because relatedness motivation is a significant predictor of game addiction.

Measures for fulfilling relatedness need in real life may alleviate game addiction. For example,

more offline social activities can be conducted to get mobile gamers into a group (e.g., sports,

music, reading) which can provide a sense of belonging and comfort (Van Rooij et al., 2011).

Third, mobile game developers may also get some insights from current study. Based on

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players’ gaming behavior. Mobile game developers can grant more autonomy to players by

providing a wide range of options over tasks and strategies, giving non-controlling instructions

and allowing players to shape the narrative of a mobile game which have all been identified as

effective ways to enhance autonomy (Ryan et al., 2006). By adding social features to mobile

games like chat channels which allowing players to interact through text, voice or video, and

providing players with chances to form guilds or groups. Developers can help players forge and

strengthen social bonds, thus improving their sense of relatedness (Przybylski et al., 2010).

However, as the finding indicated, developers should also be cautious since these may lead to

game addiction. That is, developers need to focus on developing not only their mobile games,

but also making a conscious effort to help gamers to avoid mobile game addiction.

Limitations and Future Research

Although the current study put forward some results, several limitations shouldn’t be

ignored. First of all, the current study used three basic needs proposed by SDT to measure

mobile gamers’ psychological motivations. However, the human motivational behaviors are

complex and can be influenced by a number of factors. What’s more, motivations for playing

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mobile games can be explored in the future. For example, developing a motivation or addiction

scale for mobile games based on mobile gamers’ psychological features and behavior pattern.

Second, the reliability of competence (Cronbach’s alpha = 0.69) and autonomy (Cronbach’s

alpha = 0.65) is slightly below the accepted standard which may make a difference in results.

The problem may be that competence and autonomy only have three items separately which are

limited. For the future research, more related items should be used or as mentioned above, a

new scale can be created to measure these motivations. Also, a larger sample size is needed to

further explore players’ motivations. Third, the sample of this study is limited, 67% of the

respondents are students and their age are relatively young. In order to increase the

generalizability and validity of the study, respondents’ age and employment status can be more

varied.

More new directions of future studies can also be found from the current study.

Comparing to the past studies that mainly focus on one aspect like the effect of self-esteem

(Charlton & Danforth, 2010) or motivating factors (Yee, 2006) on gaming behaviors. The

current study connected self-esteem and motivations to explain mobile gaming behaviors

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study showed that about 30.1% respondents don’t play mobile games. It could be also a new

insight to investigate the causality of the personality traits and gaming behavior by examining

the difference between mobile game players and people who don’t play mobile games. In

addition, the cross-cultural studies can also be a good direction for further studies, since we

found a significant motivation and addiction differences between Chinese players and

non-Chinese players from the results of independent samples test. Chinese players have higher

levels of self-esteem, game addiction, autonomy, relatedness and time spent on games, and

lower level of competence than non-Chinese players. It’s still not clear the differences were

caused by mobile game itself or by other factors. Thus, conducting cross-cultural studies about

mobile games would be of great importance to mobile game industry. Similar to online games,

it was also found that relatedness motivation is significantly different between men and women.

Men have stronger relatedness motivation compare to women which is in line with previous

studies that indicated males have greater need for relatedness than females (Huang et al., 2015;

Colwell & Payne, 2000; Colwell & Kato, 2003). Comparing the online games and mobile

games would be also a new direction to investigate gaming behaviors.

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The current study bridges a gap in mobile game addiction studies by investigating how is

self-esteem and motivational factors correlated with the addiction levels in mobile games. The

findings suggested that individuals’ personality trait may generate different psychological

needs which motivate them to play mobile gams in varying degrees. It thus implied that

teachers and parents should pay attention to young people’s character development and

psychological needs, like their needs of belongingness and self-esteem. Also, game developers

should be aware of the negative consequences when designing a mobile game. Mobile games

are taking our lives by storm nowadays, but there has been relatively little scientific research in

this field. More studies about mobile games should be conducted in the future. Especially in the

domain of mobile game motivational factors and overuse which could benefit gamers with

addictive problems by providing them with what they seem to miss in real life.

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Appendix

Mobile Phone Game Use (English questionnaire)

Dear participant,

The University of Amsterdam (UvA) would like to request your participation in this study on mobile phone game use.

Firstly, we would like to thank for your participation. Please read all of the questions carefully. Take your time to think about your responses. We want to emphasize that there are no wrong answers to the questions, we are simply interested in your own personal opinion. Please keep in mind that once you have finished your answers and proceeded to the next question, you cannot return to the previous question.

The survey takes about 7 minutes to complete.

All the information we collect in this survey is confidential and anonymous, and there will be no way of identifying your individual responses in the data archive later. The data will only be used for scientific purposes and will not be passed on to others. You can stop filling in the questionnaire at any time.

If you wish to receive more information about this research, either now or in the future, please contact Shulan Lin (shulanlindec@163.com) or Keqin Ling (linkeqin@126.com). If you have any complaints about this study, you can contact the designated member of the Ethics Committee representing the ASCoR, at the following address: ASCoR secretariat, Ethics Committee, University of Amsterdam, Postbus 15793, 1001 NG Amsterdam; 020-525-3680; ascor-secr-fmg@uva.nl.

Each participant will get a chance to win 5 Euros as incentives to thank for his/her contribution to this study. A number of winners will be selected at random from all participants.

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Q3 By clicking on the button below you agree to participate in this survey.

o

I understand the text presented above, and I agree to participate in this study. (1) Q8 You will now be invited to answer a few demographic questions.

Q7 What is your gender?

o

Male

o

Female

o

Other: ________________________________________________

Q9 What is your age? (Please insert your age in years)

________________________________________________________________

Q11 Which country are you from?

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Q10 Are you currently ....

o

Employed

o

Self-employed

o

Out of work

o

Home-maker

o

Student

o

Retired

o

Unable to work

o

Other, please specify: ________________________________________________

Q17 Next, we would like to ask you some questions about your general use of mobile phone games.

Q30 Have you played games on mobile phone or tablet in the last three months?

o

Yes

o

No

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Q12 Please identify the title of the mobile phone or tablet game you have played most during the last three months.

o

Title________________________________________________

Q14 On average, how many days per week do you play this game?

0 1 2 3 4 5 6 7

Days

o

o

o

o

o

o

o

o

Q13 On an average day that you play this game, how many hours do you spend playing it? Hours (1)

▼ 0 ... 16

Skip To: Q29 If Q13 = 1

Q29 The next series of questions concern the factors contributing to your enjoyment or lack of enjoyment during gameplay, please indicate to what extent these statements below apply to you and the game you have played the most

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Q18 When I am playing the game, it is important that... Strongly disagree (1) Somewhat disagree (2) Neither agree nor disagree (3) Somewhat agree (4) Strongly agree (5) I feel competent in the game

o

o

o

o

o

I can chat with

other players

o

o

o

o

o

I feel the challenges in the game are very balanced with my skills

o

o

o

o

o

I can group with

other players

o

o

o

o

o

I can achieve victories over

other players

o

o

o

o

o

The game offers interesting

options according to my

preferences

o

o

o

o

o

I can meet new

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Q26 When I am playing the game, it is important that... Strongly disagree (1) Somewhat disagree (2) Neither agree nor disagree (3) Somewhat agree (4) Strongly agree (5) The game allows me to do interesting things

o

o

o

o

o

I feel confident in my performance

o

o

o

o

o

I do not feel controlled to be or act a certain way

o

o

o

o

o

I am part of a guild, clan, team or other form of social community

o

o

o

o

o

I can compete with others

o

o

o

o

o

I can keep in touch with my fellow players

o

o

o

o

o

I feel a lot of freedom

o

o

o

o

o

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Q19 The following questions are about your experiences with the mobile or tablet game over the last three months. Please indicate to what extent these statements below apply to you and the game you have played the most.

How often during the last three months...

Never (1) Sometimes (2) About half

the time (3)

Most of the time (4)

Always (5)

did you think about playing a game all day

long?

o

o

o

o

o

did you spend increasing amounts of

time on games?

o

o

o

o

o

did you play games to

forget about real life?

o

o

o

o

o

have others unsuccessfully tried to

reduce your game use?

o

o

o

o

o

have you felt bad when you were unable to

play?

o

o

o

o

o

did you have fights with others (e.g., family, friends) over your time

spent on games?

o

o

o

o

o

have you neglected other important activities (e.g., school,

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Q31 We would like to ask you a few questions regarding yourself. Please rate the extent to which the pair of traits applies to you, even if one characteristic applies more strongly than the other.

I see myself as…

Strongly disagree (1) Somewhat disagree (2) Neither agree nor disagree (3) Somewhat agree (4) Strongly agree (5) Reserved, quiet

o

o

o

o

o

Critical, quarrelsome

o

o

o

o

o

Dependable, self-disciplined

o

o

o

o

o

Anxious, easily upset

o

o

o

o

o

Open to new experiences, complex

o

o

o

o

o

Sympathetic, warm

o

o

o

o

o

Disorganised, careless

o

o

o

o

o

Calm, emotionally stable

o

o

o

o

o

Conventional,

o

o

o

o

o

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Q32 Please indicate to what extent do you agree or disagree with the following statements. Strongly disagree (1) Somewhat disagree (2) Neither agree nor disagree (3) Somewhat agree (4) Strongly agree (5) I am willing to help other people

o

o

o

o

o

I ask others if I can be of help

o

o

o

o

o

I show concern for others

o

o

o

o

o

I show care for

others

o

o

o

o

o

I give support

to others

o

o

o

o

o

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Q24 Please indicate to what extent do you agree or disagree with the following statements. Strongly disagree (1) Somewhat disagree (2) Neither agree nor disagree (3) Somewhat agree (4) Strongly agree (5) Thanks to my resourcefulness, I know how to handle unforeseen situations

o

o

o

o

o

I can solve most problems if I invest

the necessary effort

o

o

o

o

o

I can remain calm when facing difficulties because I can rely on my coping abilities

o

o

o

o

o

No matter what comes my way, I am usually able to handle it

o

o

o

o

o

If someone opposes me, I can find ways

to get what I want

o

o

o

o

o

It is easy for me to stick to my aims and

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Q22 Please indicate to what extent do you agree or disagree with the following statements. Strongly disagree (1) Somewhat disagree (2) Neither agree nor disagree (3) Somewhat agree (4) Strongly agree (5) I lack companionship

o

o

o

o

o

I feel part of a group of friends

o

o

o

o

o

I feel left out

o

o

o

o

o

I feel isolated from others

o

o

o

o

o

I am unhappy being so withdrawn

o

o

o

o

o

People are around me but not with me

o

o

o

o

o

Referenties

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