Exploring game-based psychological empowerment and its motivational and wellbeing effects

dc.contributor.authorVahlo, Jukka
dc.contributor.authorHolm, Suvi K.
dc.contributor.authorKaakinen, Johanna K.
dc.contributor.authorKoponen, Aki
dc.contributor.organizationfi=Centre for Collaborative Research (CCR)|en=Centre for Collaborative Research (CCR)|
dc.contributor.organizationfi=INVEST tutkimuskeskus ja lippulaiva|en=INVEST Research Flagship Centre|
dc.contributor.organizationfi=Turun ihmistieteiden tutkijakollegium (TIAS)|en=Turku Institute for Advanced Studies (TIAS)|
dc.contributor.organizationfi=psykologia|en=Psychology|
dc.contributor.organization-code1.2.246.10.2458963.20.11531668876
dc.contributor.organization-code1.2.246.10.2458963.20.15586825505
dc.contributor.organization-code1.2.246.10.2458963.20.78639161450
dc.contributor.organization-code1.2.246.10.2458963.20.87107995810
dc.contributor.organization-code2608710
dc.converis.publication-id499636370
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/499636370
dc.date.accessioned2026-01-21T12:42:19Z
dc.date.available2026-01-21T12:42:19Z
dc.description.abstractThis study empirically investigates how individuals experience psychological empowerment through gaming compared to their daily life interactions. Drawing on a survey of 2,594 participants from Finland and Denmark, we examine the prevalence, predictors, and implications of psychological empowerment in gaming. Our findings show that 29 percent of respondents from the nationally representative subsamples in both countries report experiencing greater psychological empowerment in gaming than in life in general. Further analysis using Partial Least Squares Structural Equation Modeling (PLS-SEM) reveals that gameplay preferences, positive affect, and playtime predict game-based psychological empowerment. Moreover, the meaningfulness component of game-based empowerment significantly influences gaming motivation - particularly immersion, achievement, relaxation, and challenge motives - as well as subjective vitality in daily life, suggesting potential transfer effects. Adapting Spreitzer's (1995) model of psychological empowerment, this study contextualizes these findings within gaming experiences. The results contribute to a deeper understanding of psychological empowerment in games and offer insights for game design, emphasizing the value of creating meaningful and empowering play experiences.
dc.identifier.eissn1875-953X
dc.identifier.jour-issn1875-9521
dc.identifier.olddbid212864
dc.identifier.oldhandle10024/195882
dc.identifier.urihttps://www.utupub.fi/handle/11111/53793
dc.identifier.urlhttps://doi.org/10.1016/j.entcom.2025.100970
dc.identifier.urnURN:NBN:fi-fe202601217195
dc.language.isoen
dc.okm.affiliatedauthorVahlo, Jukka
dc.okm.affiliatedauthorHolm, Suvi
dc.okm.affiliatedauthorKaakinen, Johanna
dc.okm.affiliatedauthorKoponen, Aki
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.publisherElsevier BV
dc.publisher.countryUnited Kingdomen_GB
dc.publisher.countryBritanniafi_FI
dc.publisher.country-codeGB
dc.publisher.placeLondon
dc.relation.articlenumber100970
dc.relation.doi10.1016/j.entcom.2025.100970
dc.relation.ispartofjournalEntertainment Computing
dc.relation.volume55
dc.source.identifierhttps://www.utupub.fi/handle/10024/195882
dc.titleExploring game-based psychological empowerment and its motivational and wellbeing effects
dc.year.issued2025

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