| Literature DB >> 36173302 |
Abstract
During the COVID-19 pandemic, video game playing increased exponentially. The question if playing could offer benefits to cope with the pandemic stressors emerged. This study compares how non-players and players who may or may not re-experience (e.g., seeing, hearing) game content after playing [i.e., Game Transfer Phenomena (GTP)] cope with the pandemic stressors, emotion regulation and resilience. It also examines the impact of GTP on the perception of self and the world. A total of 567 completed a survey (59.6% male, MeanAge = 28.55). The measures include emotional regulation (ERC), resilience to stress (BRCS) and fear of contamination (PI). No differences between players and non-players on ERC, BRCS and PI were found. Players with moderate GTP levels were more likely to report contamination fears and show preventive COVID coping behaviours. The positive impact of GTP was associated with high resilience and cognitive reappraisal as an emotion regulation strategy. The results suggest that attention should be paid to players who experience GTP more frequently and with a negative impact. Maladaptive coping styles can exacerbate distress from GTP and situational stressors. Identifying methods of protecting vulnerable individuals from these psychological burdens can guide interventions and mitigate consequences in similar situations.Entities:
Keywords: COVID-19; Emotion regulation; Fear of contamination; Game transfer phenomena; Resilience; Video games
Year: 2022 PMID: 36173302 PMCID: PMC9513999 DOI: 10.1016/j.entcom.2022.100530
Source DB: PubMed Journal: Entertain Comput ISSN: 1875-9521
Exploratory factor analysis of the items of coping behaviours during the COVID-19 pandemic
| COVID-SB | COVID-PB | |
|---|---|---|
| Avoiding meeting friends | .780 | |
| Avoiding going out | .709 | |
| Worrying about self or others contracting illness | .507 | |
| Disinfecting packages | .553 | |
| Consuming medicines | .513 | |
| Believing oneself as more vulnerable to the virus | .511 | |
| Panic shopping | .469 | |
Extraction Method: Principal Axis Factoring.
Rotation Method: Varimax with Kaiser Normalization. COVID-SB= COVID Safety Behaviours (∞=.700), COVID-PB=COVID Preventive Behaviours (∞ =.598).
Exploratory factor analysis of the items used to measure the impact of GTP
| Negative | Positive | |
|---|---|---|
| Feeling insane | .811 | |
| Losing control over ones actions | .767 | |
| Feeling confused or disoriented | .766 | |
| Feeling frustrated, nervous or anxious | .686 | |
| Worrying that the real world will become like the video game world | .589 | |
| Feeling capable of overcoming challenges or adversities | .778 | |
| Feeling creative or smart | .714 | |
| Feeling physically powerful or strong | .703 | |
| Perceiving trivial activities or chores as fun | .672 | |
| Wishing the real world was like the video game world | .528 | |
Extraction Method: Principal Axis Factoring. Rotation Method: Varimax with Kaiser Normalization. Negative impact perceptions (∞=.833), Positive impact perceptions (∞=.818).
T-tests for scales comparing players and non-players
| Players | No-players | 95% CI for Mean Difference | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| n | n | Lower | Upper | |||||||
| PI | 423 | 13.66 | 8.43 | 143 | 13.64 | 7.98 | 0.03 | 0.980 | -1.55 | 1.61 |
| COVID-SB | 422 | 9.03 | 2.45 | 143 | 8.81 | 2.77 | 0.876 | 0.382 | -0.26 | 0.69 |
| COVID-PB | 422 | 5.15 | 3.41 | 143 | 5.05 | 3.26 | 0.293 | 0.770 | -0.55 | 0.73 |
| BRCS | 328 | 13.61 | 3.03 | 143 | 13.58 | 3.20 | 0.09 | 0.930 | -0.58 | 0.63 |
| ER CR | 396 | 28.23 | 6.81 | 141 | 29.26 | 6.12 | -1.57 | 0.120 | -2.30 | 0.26 |
| ER ES | 396 | 16.35 | 5.36 | 141 | 15.35 | 5.22 | 1.90 | 0.058 | -0.03 | 2.02 |
*p < .05. **p < .01. ***p < .001
Note: PI = Contamination obsessions and compulsive washing factors; COVID-SB = COVID Safety Behaviours; COVID-PB = COVID Preventive Behaviours; BRCS = Resilient coping; ER CR = Emotion Regulation Cognitive Reappraisal strategies; ER ES = Emotion Regulation Expressive Suppression strategies.
ANOVA for those with no GTP and those with mild and moderate GTP
| Measure | No GTP | Mild GTP | Moderate GTP | Between group | Within group | Post hoc, ≠ | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| n | n | n | ||||||||||||
| PI | 65 | 11.26 | 9.08 | 287 | 13.22 | 7.86 | 60 | 18.52 | 8.75 | 13.73*** | 2 | 409 | T: N≠M, L≠M | .595 |
| COVID-SB | 65 | 8.35 | 2.93 | 287 | 9.16 | 2.23 | 59 | 9.15 | 2.74 | 3.025 | 2 | 408 | ||
| COVID-PB | 65 | 3.80 | 3.26 | 287 | 5.05 | 3.22 | 59 | 7.18 | 3.54 | 16.88*** | 2 | 408 | T: N≠L≠M | .246 |
| ER CR | 65 | 28.52 | 8.19 | 274 | 28.09 | 6.46 | 57 | 28.58 | 6.80 | 0.18 | 2 | 393 | ||
| ER ES | 65 | 16.95 | 5.90 | 274 | 16.23 | 5.30 | 57 | 16.19 | 5.04 | 0.50 | 2 | 393 | ||
*p < .05. **p < .01. ***p < .001
η2 =effect size; T= Tukey post hoc test.
Note: PI = Contamination obsessions and compulsive washing factors; COVID-SB= COVID Safety Behaviours; COVID-PB = COVID Preventive Behaviours; ER CR = Emotion Regulation Cognitive Reappraisal strategies; ER ES = Emotion Regulation Expressive Suppression strategies.
GTP impact on perceptions of the self and/or the real world
| N | % | |
|---|---|---|
| Perceived trivial chores as fun | 176 | 53.3 |
| Felt creative or smart | 170 | 51.5 |
| Wished that the real world was like the video game world | 158 | 47.9 |
| Felt like overcoming challenges | 142 | 43.0 |
| Felt confused and disoriented | 108 | 32.7 |
| Felt physically powerful | 96 | 29.1 |
| Felt frustrated, nervous or anxious | 92 | 27.9 |
| Felt insane | 91 | 27.6 |
| Felt like control was lost over actions | 73 | 22.1 |
| Worried that the real world would become like the video game | 52 | 15.8 |
Correlations between GTP impact on perceptions and main measures of the study
| COVID-SB | COVID-PB | PI | BRCS | ERCR | ERES | |
|---|---|---|---|---|---|---|
| GTP positive impact perceptions | -0.042 | .197** | .174** | .241** | .110* | 0.035 |
| GTP negative impact perceptions | -0.045 | .280** | .261** | -0.012 | 0.032 | -0.004 |
**. Correlation is significant at the 0.01 level (2-tailed).
*. Correlation is significant at the 0.05 level (2-tailed).
Note: COVID-SB = COVID Safety Behaviour, COVID-PB = COVID Preventive Behaviour, PI = Contamination obsessions and compulsive washing factors; BRCS = Resilient coping; ER CR = Emotion Regulation Cognitive Reappraisal strategies, ER ES = ERQ Emotion Regulation Expressive Suppression strategies.