@article{scholars18045, title = {Gamers{\^a}?? subjective Well-Being: the role of Peripheral and Core elements of eSporst Videogame Addiction}, doi = {10.1007/s12144-022-04222-4}, volume = {42}, note = {cited By 1}, number = {36}, pages = {32230--32243}, publisher = {Springer}, journal = {Current Psychology}, year = {2023}, url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85146023698&doi=10.1007\%2fs12144-022-04222-4&partnerID=40&md5=c6619acf36619205e1c8cdf98838f547}, abstract = {This study aims to examine the complex relations between videogame addiction and gamers{\^a}?? subjective well-being in esports. It deconstructs the positive effect of the peripheral dimension (high engagement elements) of videogame addiction on gamers{\^a}?? subjective well-being as well as the negative effect of core dimensions (problematic use) in eSports. We collected 219 valid responses from eSports gamers and employed Smart-PLS 3.3.2 to examine the relationships between the study variables. The findings indicate that the peripheral dimensions of eSports videogame addiction (i.e., mood modification and salience) positively influence the gamer{\^a}??s subjective wellbeing, whereas, the core dimensions (i.e., withdrawal and conflict) negatively influence gamers{\^a}?? subjective well-being. This study is novel in the sense that it extends the theoretical perspective of gamers{\^a}?? subjective well-being by studying the positive role of peripheral elements and the negative role of core elements of eSports Videogame addiction. Lastly, we derive theoretical and practical implications from our findings. {\^A}{\copyright} 2023, The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature.}, author = {Abbasi, A. Z. and Khan, M. K. and Naeem, F. and Albashrawi, M. and Ting, D. H. and Kumar, S.}, issn = {10461310} }