- Johnie Allen, Iowa State Univ.
- Craig Anderson, Iowa State Univ.
This project used polynomial regression to predict pathological video-gaming and well-being from psychological need satisfaction and frustration in the real-world and in video games. Pathological gaming was highest when satisfaction was low in the real-world and high in video games. Frustration in both domains predicted higher pathological gaming. Satisfaction and frustration also predicted well-being.