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Need fulfilment and internet gaming disorder: A preliminary integrative model
Matthew Scerri1, Alastair Anderson1, Vasileios Stavropoulos1
1School of Psychology, Counselling and Psychotherapy, The Cairnmillar Institute, Hawthorn East, Victoria, Australia.
Background:
The need for a better understanding of the risk factors underpinning disordered gaming has been consistently emphasized. Although, gaming may offer a simple and straightforward means of alleviating distress, relying on gaming to address one's unmet psychological needs could invite problematic usage. Self-determination theory highlights the significance of three universally inherent psychological needs for relatedness, competency, and autonomy. A motivation to engage in gaming may be to address unmet needs and may become problematic.
Objective:
This study aimed to assess whether experienced levels of loneliness, depression and self-esteem mediate the association between Internet Gaming Disorder (IGD) behaviours and Need-Fulfilment deficits.
Method:
The participants comprised of 149 adults (83 males, 66 females), aged between 18 and 62 years. A series of self-reported questionaries assessing their levels of IGD behaviours, depression, loneliness, self-esteem and need-fulfilment were completed.
Results:
Need-fulfilment deficits were linked to higher IGD behaviours. Interestingly, this association was mediated by the reported levels of self-esteem and depression and not loneliness.
Conclusions:
The findings lend further empirical support for the mediating role of psychological distress between need fulfilment deficits and IGD behaviours.
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Erythrocyte disorders can be broadly categorized into two main types: anemic and polycythemic conditions.
A low oxygen-carrying capacity of the blood due to the loss, lower production, or destruction of erythrocytes is termed anemia. Hemorrhagic anemia, for example, occurs when bleeding from an external wound or internal ulcer reduces erythrocyte counts.
On the other...

