Please use this identifier to cite or link to this item: http://hdl.handle.net/1893/34420
Appears in Collections:Faculty of Health Sciences and Sport Journal Articles
Peer Review Status: Refereed
Title: The Relationship Between Basic Needs Satisfaction, Self-determined Motivation, and Burnout in Korean Esports Players
Author(s): Hong, Hee Jung
Wilkinson, Guy
Rocha, Claudio M
Keywords: Online games
Athlete burnout
Esports players
Self-determination theory
Esports players’ motivation
Issue Date: 31-May-2022
Date Deposited: 14-Jun-2022
Citation: Hong HJ, Wilkinson G & Rocha CM (2022) The Relationship Between Basic Needs Satisfaction, Self-determined Motivation, and Burnout in Korean Esports Players. Journal of Gambling Studies. https://doi.org/10.1007/s10899-022-10132-8
Abstract: This article aims to understand the relationship between basic needs satisfaction, self-determined motivation, and burnout in esports players. To achieve this, we investigate three research hypotheses: (1) The three dimensions of basic needs satisfaction have a positive effect on the self-determined motivation of esports players, (2) The self-determined motivation of esports players has a negative effect on their burnout, and (3) All three dimensions of basic needs satisfaction affect esports player’s burnout, indirectly via self-determined motivation. Data were collected through an online questionnaire (n = 608) administered to Korean esports players who play online games as a leisure activity. Results indicate that player competence has a negative relationship with self-determined motivation, suggesting that Korean players do not associate increased levels of competence with their intrinsic motivation. The results show that intrinsic motivation is negatively associated with burnout, particularly exhaustion and reduced sense of accomplishment. It should be noted that Korean players’ high level of competence can result in reduced levels of self-determined motivation, which can lead them to burnout. This should be addressed by the industry, practitioners, and researchers considering the cultural context and the relationship between the factors, which will contribute to the sustainable growth and prosperity of the esports.
DOI Link: 10.1007/s10899-022-10132-8
Rights: This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/.
Notes: Output Status: Forthcoming/Available Online
Licence URL(s): http://creativecommons.org/licenses/by/4.0/

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