{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,6,7]],"date-time":"2026-06-07T10:19:55Z","timestamp":1780827595242,"version":"3.54.1"},"reference-count":153,"publisher":"Oxford University Press (OUP)","issue":"3","license":[{"start":{"date-parts":[[2024,10,10]],"date-time":"2024-10-10T00:00:00Z","timestamp":1728518400000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"funder":[{"DOI":"10.13039\/501100000266","name":"EPSRC","doi-asserted-by":"publisher","id":[{"id":"10.13039\/501100000266","id-type":"DOI","asserted-by":"publisher"}]},{"name":"IGGI Doctoral Training Centre for Intelligent Games and Game Intelligence","award":["EP\/S022325\/1"],"award-info":[{"award-number":["EP\/S022325\/1"]}]}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2026,4,13]]},"abstract":"<jats:title>Abstract<\/jats:title>\n                  <jats:p>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 self-determination theory, BANG proposes that mental health outcomes of game use are in large part mediated by the motivational quality of play and the extent to which play quantity and quality lead to need satisfaction or frustration. We show how BANG addresses the limitations of current theories and aligns with emerging evidence on the etiologies of disordered play. Thus, BANG advances HCI theory on the impact of games and other interactive technologies on mental health.<\/jats:p>","DOI":"10.1093\/iwc\/iwae042","type":"journal-article","created":{"date-parts":[[2024,8,20]],"date-time":"2024-08-20T04:59:28Z","timestamp":1724129968000},"page":"469-486","source":"Crossref","is-referenced-by-count":5,"title":["The Basic Needs in Games Model of Video Game Play and Mental Health"],"prefix":"10.1093","volume":"38","author":[{"given":"Nick","family":"Ballou","sequence":"first","affiliation":[{"name":"Oxford Internet Insitute"},{"name":"Queen Mary University of London"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Sebastian","family":"Deterding","sequence":"additional","affiliation":[{"name":"Imperial College London"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"286","published-online":{"date-parts":[[2024,10,10]]},"reference":[{"key":"2026041320042875900_ref1","first-page":"12","article-title":"Differences in player experiences of need satisfaction across four game","author":"Adinolf","year":"2019","journal-title":"Proceedings of DiGRA 2019"},{"key":"2026041320042875900_ref2","volume-title":"Gaming as Psychologically Nutritious: Does Need Satisfaction in Video Games Contribute to Daily Well-Being beyond Need Satisfaction in the Real World?","author":"Allen","year":"2020"},{"key":"2026041320042875900_ref3","doi-asserted-by":"publisher","first-page":"220","DOI":"10.1016\/j.chb.2018.02.034","article-title":"Satisfaction and frustration of basic psychological needs in the real world and in video games predict internet gaming disorder scores and well-being","volume":"84","author":"Allen","year":"2018","journal-title":"Comput. 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