ADDICTA: The Turkish Journal on Addictions
Original Article

The Nexus of Video Gaming Experiences: The Associations among Basic Needs in Games, Real-Life Basic Needs, Well-Being Indicators, and Problematic Online Gaming

1.

School of Psychology, HSE University, Moscow, Russia

2.

International Laboratory of Positive Psychology of Personality and Motivation, HSE University, Moscow, Russia

3.

Department of Psychology, Ibn Haldun University, Istanbul, Türkiye

4.

Department of Counseling Psychology, Marmara University, Istanbul, Türkiye

5.

Department of Social Work, Bartın University, Bartın, Türkiye

6.

Department of Counseling Psychology, Ibn Haldun University, Istanbul, Türkiye

7.

LINP2, University of Paris Nanterre, Nanterre, France

Addicta 1; 1: -
DOI: 10.5152/ADDICTA.2025.24142
Read: 2 Published: 07 November 2025

Recent research highlights the vital roles of basic needs in video gaming experiences. Both need-supportive and need-frustrating video gaming experiences have theoretical and practical implications for real-life need satisfaction and frustration, and well-being outcomes. This study aimed to adapt the Basic Needs in Games Scale into Turkish, tested the psychometric properties of “gaming in general” and “gaming in a particular game” versions of the Turkish Basic Needs in Games Scale, and investigated the associations among the Basic Needs in Games Scale, problematic online gaming, life satisfaction, meaning in life (i.e., coherence, purpose, significance), and real-life basic psychological needs. This study recruited a sample of 247 Turkish speaking participants who played at least one video game over the past 2 weeks. The results provided evi dence for the structural validity of the Turkish Basic Needs in Games Scale versions, and demonstrated good reliability for the Basic Needs in Games Scale subscales. The findings indicated that indicators of need satisfaction and frustration in games were primarily associated with their real-life counterparts and showed complex associations with life satisfaction, meaning in life, and problematic online gaming. The implications for further research on basic needs in video games are discussed

Cite this article as: Subasi, M., Gürkan, E., Karaman, H., Bulut, S., & Osin, E. N. (2025). The nexus of video gaming experiences: the associations among basic needs in games, real-life basic needs, well-being indicators, and problematic online gaming. Addicta: The Turkish Journal on Addictions, Published online November 7, 2025. doi:10.5152/ADDICTA.2025.24142.

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ISSN 2148-7286 EISSN 2149-1305