Literature DB >> 30699844

Escaping reality through videogames is linked to an implicit preference for virtual over real-life stimuli.

Jory Deleuze1, Pierre Maurage2, Adriano Schimmenti3, Filip Nuyens4, André Melzer5, Joël Billieux6.   

Abstract

BACKGROUND: From the theory of compensatory Internet use, escapism through videogames may constitute a coping strategy that is sometimes helpful but, in some cases, maladaptive. To date, however, evidence supporting this view has been gathered only through the use of explicit self-reported questionnaires, which are known to be biased. Accordingly, the aim of the current study was to test whether the escapism motive is related to a preference for the virtual environment.
METHOD: A laboratory task that allowed the measurement of implicit attitudes, namely, the Affect Misattribution Procedure, was created with stimuli from real world and videogames. The task was administered online with a series of questionnaire and completed by 273 online gamers from the community.
RESULTS: Participants had more positive attitudes toward pictures depicting virtual environments than toward those depicting real environments. Furthermore, participants who frequently used videogames to escape real life and were highly engaged in video gaming had a more pronounced positive implicit attitude toward virtual environments. DISCUSSION: This study contributes to a better understanding of the psychological processes underlying escapism in videogames and calls for a refinement of the escapism construct, which can be related to both problematic (i.e., potential coping strategy) and nonproblematic patterns of videogame use. Among the limitations, it should be noted that the selection of stimuli related to videogames is restricted to one genre of game, and that the participants' environment could not be controlled due to the online design.
Copyright © 2018 Elsevier B.V. All rights reserved.

Entities:  

Keywords:  Affective Misattribution Procedure; Coping strategy; Escapism; Implicit measure; Online gaming

Mesh:

Year:  2018        PMID: 30699844     DOI: 10.1016/j.jad.2018.11.078

Source DB:  PubMed          Journal:  J Affect Disord        ISSN: 0165-0327            Impact factor:   4.839


  8 in total

1.  Impulsivity and Alexithymia in Virtual Worlds: A Study on Players of World of Warcraft.

Authors:  Noemi Rosa Maganuco; Antonino Costanzo; Laura Rosa Midolo; Gianluca Santoro; Adriano Schimmenti
Journal:  Clin Neuropsychiatry       Date:  2019-06

2.  Moderating effects of information-oriented versus escapism-oriented motivations on the relationship between psychological well-being and problematic use of video game live-streaming services.

Authors:  Chi-Ying Chen; Shao-Liang Chang
Journal:  J Behav Addict       Date:  2019-07-22       Impact factor: 6.756

3.  Maladaptive Personality Functioning and Psychopathological Symptoms in Problematic Video Game Players: A Person-Centered Approach.

Authors:  Alessandro Musetti; Tiziana Mancini; Paola Corsano; Gianluca Santoro; Maria Clara Cavallini; Adriano Schimmenti
Journal:  Front Psychol       Date:  2019-11-19

4.  Diathesis stress or differential susceptibility? testing the relationship between stressful life events, neuroticism, and internet gaming disorder among Chinese adolescents.

Authors:  Hao Li; Xiong Gan; Xin Li; Ting Zhou; Xin Jin; Congshu Zhu
Journal:  PLoS One       Date:  2022-01-27       Impact factor: 3.240

5.  The Mediating Role of Emotion Dysregulation and Problematic Internet Use in the Relationship Between Negative Affect and Excessive Daytime Sleepiness: A Structural Equation Model.

Authors:  Anna Guerrini Usubini; Grazia Terrone; Giorgia Varallo; Roberto Cattivelli; Giuseppe Plazzi; Gianluca Castelnuovo; Adriano Schimmenti; Alessandro Musetti; Christian Franceschini
Journal:  Nat Sci Sleep       Date:  2022-02-24

6.  Interpersonal Guilt and Problematic Online Behaviors: The Mediating Role of Emotion Dysregulation.

Authors:  Angela Russo; Gianluca Santoro; Adriano Schimmenti
Journal:  Clin Neuropsychiatry       Date:  2022-08

7.  Escapism and Excessive Online Behaviors: A Three-Wave Longitudinal Study in Finland during the COVID-19 Pandemic.

Authors:  Hannu Jouhki; Iina Savolainen; Anu Sirola; Atte Oksanen
Journal:  Int J Environ Res Public Health       Date:  2022-09-30       Impact factor: 4.614

8.  Music influences vividness and content of imagined journeys in a directed visual imagery task.

Authors:  Steffen A Herff; Gabriele Cecchetti; Liila Taruffi; Ken Déguernel
Journal:  Sci Rep       Date:  2021-08-06       Impact factor: 4.379

  8 in total

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