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


Journal

Journal of affective disorders
ISSN: 1573-2517
Titre abrégé: J Affect Disord
Pays: Netherlands
ID NLM: 7906073

Informations de publication

Date de publication:
15 02 2019
Historique:
received: 17 07 2018
revised: 04 11 2018
accepted: 11 11 2018
entrez: 1 2 2019
pubmed: 1 2 2019
medline: 4 4 2019
Statut: ppublish

Résumé

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. 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. 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. 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.

Sections du résumé

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.

Identifiants

pubmed: 30699844
pii: S0165-0327(18)31532-5
doi: 10.1016/j.jad.2018.11.078
pii:
doi:

Types de publication

Journal Article Research Support, Non-U.S. Gov't

Langues

eng

Sous-ensembles de citation

IM

Pagination

1024-1031

Informations de copyright

Copyright © 2018 Elsevier B.V. All rights reserved.

Auteurs

Jory Deleuze (J)

Laboratory for Experimental Psychopathology, Psychological Science Research Institute, Université catholique de Louvain, Louvain-la-Neuve, Belgium; Scientific Research and Publication Cell (CRPS), Le Beau Vallon, Namur, Belgium. Electronic address: jory.deleuze@beauvallon.be.

Pierre Maurage (P)

Laboratory for Experimental Psychopathology, Psychological Science Research Institute, Université catholique de Louvain, Louvain-la-Neuve, Belgium.

Adriano Schimmenti (A)

Faculty of Human and Social Sciences, UKE, Kore University of Enna, Italy.

Filip Nuyens (F)

Psychology Department, Nottingham Trent University, Nottingham, United Kingdom.

André Melzer (A)

Media and Experimental Lab, Institute for Health and Behaviour, University of Luxembourg, Esch-sur-Alzette, Luxembourg.

Joël Billieux (J)

Laboratory for Experimental Psychopathology, Psychological Science Research Institute, Université catholique de Louvain, Louvain-la-Neuve, Belgium; Addictive and Compulsive Behaviours Lab, Institute for Health and Behaviour, University of Luxembourg, Esch-sur-Alzette, Luxembourg; Addiction Division, Department of Mental Health and Psychiatry, University Hospitals of Geneva, Switzerland. Electronic address: joel.billieux@uni.lu.

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