Problematic Video Game Use, Basic Psychological Needs, and Passion in Internet Café Users in Lima

Main Article Content

Sebastian Risco
Silvana Romero Saletti

Abstract

Introduction: not much is known about video game addiction in Peru, particularly in internet café users, who may have greater engagement with video games and therefore a higher risk of developing this disorder.

Objective: the present study aimed to examine the relationship between problematic video game use (PVG), basic psychological needs, and passion in young adults who frequent internet cafés in Metropolitan Lima.

Method: the sample consisted of 133 young adults who visit internet cafés specialized in video games located in a shopping mall (M = 23.74 years, SD = 4.58, 83.5% male). The study used the short version of the Internet Gaming Disorder Scale (IGDS9-SF), the Basic Psychological Need Satisfaction and Frustration Scale (BPNSFS), and the Passion Scale. A mediation model was tested regarding the influence of passion on the association between basic psychological needs satisfaction and frustration and PVG.

Results: results show that obsessive passion has a mediating effect on the indirect impact of autonomy frustration and competence frustration on PVG.

Discussion and conclusions: the findings suggest that the frustration of certain basic psychological needs may lead to PVG, and if the person also develops an obsessive passion toward games, a maladaptive usage pattern may emerge.

Keywords:
problematic video game use ,   video game addiction ,   basic psychological needs ,   passion ,   internet cafés
Published: Sep 4, 2026

Article Details

How to Cite
Risco, S., & Romero Saletti, S. (2026). Problematic Video Game Use, Basic Psychological Needs, and Passion in Internet Café Users in Lima. Revista Internacional De Investigación En Adicciones, 12(2). https://doi.org/10.28931/riiad.2026.446
Section
Original Articles

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