Does Workplace Frustration Drive Us Towards Video Games?
Loyalty towards video games has many factors, such as enjoyment, achievements, and social interaction. At the same time, many people feel that they are failing at work (workplace frustration). This study investigates if the unsatisfying experiences at work drive us towards playing (more) video games.
• Video games are an outlet and escape from real-life problems.
• At the same time, an increased number of individuals feel workplace frustration, which may drive people to play (more) video games.
• Two basic psychological needs are positively related to the players' loyalty towards games, namely autonomy and competence.
• Workplace frustration does not drive online gamer loyalty. However, it strengthens the positive link between competence need satisfaction and loyalty.
• Women and high-income gamers were more loyal (had a higher intention to repeatedly play a game of League of Legends).
To date, research has identified various factors that drive gamer loyalty (the intention to repeatedly play a game), such as usefulness, enjoyment, escapism, social interaction, and even item customization.
At the same time, the workplace frequently frustrates individuals and may lead to high staff turnover or having a negative attitude towards work. This, in turn, could threaten their job security and irritate their bosses, colleagues, and clients. It also implies a high level of exhaustion after the workday and avoidance towards anything related to the workplace.
In an ideal work, the workplace satisfies the individuals' basic psychological needs (autonomy, competence, and relatedness). However, in the real world, this is not the case. But online games increasingly do satisfy those needs and have, therefore, become an "important outlet for those who need to vent the negative emotions from workplace frustration." [1]
As a result, the researchers assume that workplace frustration may likely drive users to play online games while also strengthening the link between the satisfaction of these three psychological needs and gamer loyalty. The table below shows the definitions to understand the concepts and connections.

The researchers collected data from 848 League of Legends players in 2017 to test their hypothesis. Here's what they've found.
👷 I Need An Outlet
First, the researchers found that two of the basic psychological needs are positively related to the players' loyalty towards games, namely autonomy and competence. Meaning, the desire to be socially connected with others wasn't a significant reason to play League of Legends. It's important to mention that the data are for LoL players only. Chances are high that it's different for other games, or even today in modern LoL.
Second, workplace frustration does not drive online gamer loyalty. However, it strengthens the positive link between competence need satisfaction and loyalty.
Third, the researchers found three other variables that are significantly and positively related to gamer loyalty: the weekly hours played, income, and gender. Specifically, women and high-income gamers were more loyal (had a higher intention to repeatedly play a game of League of Legends).
Hope ya'll enjoyed the episode. See you next Sunday,
Christian 🙂
