Cargando…

Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers

BACKGROUND: A positive relationship between problematic gaming and escapism motivation to play video games has been well established, suggesting that problematic gaming may result from attempts to deal with negative emotions. However, to date, no study has examined how emotion dysregulation affects...

Descripción completa

Detalles Bibliográficos
Autores principales: Blasi, Maria Di, Giardina, Alessandro, Giordano, Cecilia, Coco, Gianluca Lo, Tosto, Crispino, Billieux, Joel, Schimmenti, Adriano
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Akadémiai Kiadó 2019
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7044601/
https://www.ncbi.nlm.nih.gov/pubmed/30739460
http://dx.doi.org/10.1556/2006.8.2019.02
_version_ 1783501608131231744
author Blasi, Maria Di
Giardina, Alessandro
Giordano, Cecilia
Coco, Gianluca Lo
Tosto, Crispino
Billieux, Joel
Schimmenti, Adriano
author_facet Blasi, Maria Di
Giardina, Alessandro
Giordano, Cecilia
Coco, Gianluca Lo
Tosto, Crispino
Billieux, Joel
Schimmenti, Adriano
author_sort Blasi, Maria Di
collection PubMed
description BACKGROUND: A positive relationship between problematic gaming and escapism motivation to play video games has been well established, suggesting that problematic gaming may result from attempts to deal with negative emotions. However, to date, no study has examined how emotion dysregulation affects both escapism motives and problematic gaming patterns. METHODS: Difficulties in emotion regulation, escapism, and problematic involvement with video games were assessed in a sample of 390 World of Warcraft players. A structural equation modeling framework was used to test the hypothesis that escapism mediates the relationship between emotion dysregulation and problematic gaming. RESULTS: Statistical analyses showed that difficulties in emotion regulation predicted both escapism motives and problematic gaming, and that escapism partially mediated this relationship. CONCLUSION: Our findings support the view that problematic players are likely to escape in online games as a maladaptive coping strategy for dealing with adverse emotional experiences.
format Online
Article
Text
id pubmed-7044601
institution National Center for Biotechnology Information
language English
publishDate 2019
publisher Akadémiai Kiadó
record_format MEDLINE/PubMed
spelling pubmed-70446012020-03-06 Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers Blasi, Maria Di Giardina, Alessandro Giordano, Cecilia Coco, Gianluca Lo Tosto, Crispino Billieux, Joel Schimmenti, Adriano J Behav Addict Full-Length Report BACKGROUND: A positive relationship between problematic gaming and escapism motivation to play video games has been well established, suggesting that problematic gaming may result from attempts to deal with negative emotions. However, to date, no study has examined how emotion dysregulation affects both escapism motives and problematic gaming patterns. METHODS: Difficulties in emotion regulation, escapism, and problematic involvement with video games were assessed in a sample of 390 World of Warcraft players. A structural equation modeling framework was used to test the hypothesis that escapism mediates the relationship between emotion dysregulation and problematic gaming. RESULTS: Statistical analyses showed that difficulties in emotion regulation predicted both escapism motives and problematic gaming, and that escapism partially mediated this relationship. CONCLUSION: Our findings support the view that problematic players are likely to escape in online games as a maladaptive coping strategy for dealing with adverse emotional experiences. Akadémiai Kiadó 2019-02-11 2019-03 /pmc/articles/PMC7044601/ /pubmed/30739460 http://dx.doi.org/10.1556/2006.8.2019.02 Text en © 2019 The Author(s) http://creativecommons.org/licenses/by-nc/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium for non-commercial purposes, provided the original author and source are credited, a link to the CC License is provided, and changes – if any – are indicated.
spellingShingle Full-Length Report
Blasi, Maria Di
Giardina, Alessandro
Giordano, Cecilia
Coco, Gianluca Lo
Tosto, Crispino
Billieux, Joel
Schimmenti, Adriano
Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers
title Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers
title_full Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers
title_fullStr Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers
title_full_unstemmed Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers
title_short Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers
title_sort problematic video game use as an emotional coping strategy: evidence from a sample of mmorpg gamers
topic Full-Length Report
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7044601/
https://www.ncbi.nlm.nih.gov/pubmed/30739460
http://dx.doi.org/10.1556/2006.8.2019.02
work_keys_str_mv AT blasimariadi problematicvideogameuseasanemotionalcopingstrategyevidencefromasampleofmmorpggamers
AT giardinaalessandro problematicvideogameuseasanemotionalcopingstrategyevidencefromasampleofmmorpggamers
AT giordanocecilia problematicvideogameuseasanemotionalcopingstrategyevidencefromasampleofmmorpggamers
AT cocogianlucalo problematicvideogameuseasanemotionalcopingstrategyevidencefromasampleofmmorpggamers
AT tostocrispino problematicvideogameuseasanemotionalcopingstrategyevidencefromasampleofmmorpggamers
AT billieuxjoel problematicvideogameuseasanemotionalcopingstrategyevidencefromasampleofmmorpggamers
AT schimmentiadriano problematicvideogameuseasanemotionalcopingstrategyevidencefromasampleofmmorpggamers