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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...
Autores principales: | , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Akadémiai Kiadó
2019
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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 |
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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 |
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