Trapped in the pleasure dome: the hedonic pathway to gaming addiction in the metaverse

The growth of metaverse games has intensified concerns regarding problematic engagement among young adults, yet the psychological mechanisms underlying such behavior remain underexplored. Guided by Uses and Gratification Theory (UGT) and the Stimulus-Organism-Response (SOR) framework, this exploratory study examines how metaverse-related motivations–aesthetics, escapism, entertainment, and social pleasure–influence metaverse addiction directly and indirectly through experienced hedonic affect. Using cross-sectional survey data from India (N = 426) and Partial Least Square Structural Equation Modelling (PLS-SEM), the study finds that all four motivations significantly predict addiction tendencies, consistent with UGT’s emphasis on goal-directed media use. Further, consistent with posits of SOR framework, experienced hedonic affect mediates the relationship between motivators and metaverse gaming addiction, highlighting the reinforcing role of immersive, sensory, and emotional experiences in metaverse environments. The coexistence of direct and indirect effects supports a dual-process interpretation in which reflective motivations and affective rewards jointly shape addiction.

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Publication Details

Journal
International Journal of Adolescence and Youth
Published
2026-01-20
DOI
https://doi.org/10.1080/02673843.2026.2618693
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00
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article

Trapped in the pleasure dome: the hedonic pathway to gaming addiction in the metaverse

Raghid Al Hajj, Prashant G. Mehta, Samprada Dekate
International Journal of Adolescence and Youth
Virtual Reality Applications and Impacts
article

Trapped in the pleasure dome: the hedonic pathway to gaming addiction in the metaverse

Raghid Al Hajj, Prashant G. Mehta, Samprada Dekate
article en

Abstract

The growth of metaverse games has intensified concerns regarding problematic engagement among young adults, yet the psychological mechanisms underlying such behavior remain underexplored. Guided by Uses and Gratification Theory (UGT) and the Stimulus-Organism-Response (SOR) framework, this exploratory study examines how metaverse-related motivations–aesthetics, escapism, entertainment, and social pleasure–influence metaverse addiction directly and indirectly through experienced hedonic affect. Using cross-sectional survey data from India (N = 426) and Partial Least Square Structural Equation Modelling (PLS-SEM), the study finds that all four motivations significantly predict addiction tendencies, consistent with UGT’s emphasis on goal-directed media use. Further, consistent with posits of SOR framework, experienced hedonic affect mediates the relationship between motivators and metaverse gaming addiction, highlighting the reinforcing role of immersive, sensory, and emotional experiences in metaverse environments. The coexistence of direct and indirect effects supports a dual-process interpretation in which reflective motivations and affective rewards jointly shape addiction.

International Journal of Adolescence and YouthVol. 31(1)
Gulf University for Science & Technology (KW), Symbiosis International University (IN), Institute for Sustainable Development (ET), Entrepreneurial Ecosystems (US)
Openalex Percentile: Top 86%
Virtual Reality Applications and Impacts
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