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Viktor Kaldo - One of the best experts on this subject based on the ideXlab platform.
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Escapism among players of mmorpgs conceptual clarification its relation to mental health factors and development of a new measure
Cyberpsychology Behavior and Social Networking, 2014Co-Authors: David Hagström, Viktor KaldoAbstract:Abstract Previous studies show that the concept of Escapism needs to be clarified and that its relation to problematic online gaming and other factors needs further examination. This study uses well-established, basic learning theory to clarify the concept of Escapism, and examines its relation to problematic gaming, psychological distress, and satisfaction with life among players of massively multiplayer online role-playing games (MMORPGs). MMORPG players (n=201) answered an online questionnaire where these factors were measured and correlated with a previously developed scale on motivation to play (MTPI), including extra items to cover positive and negative aspects of Escapism. Factor analysis and construct validation show that positive aspects of Escapism are theoretically and empirically unstable and that Escapism is best clarified as purely “negative Escapism,” corresponding to playing being negatively reinforced as a way of avoiding everyday hassles and distress. Negative Escapism had a stronger rel...
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Escapism Among Players of MMORPGs—Conceptual Clarification, Its Relation to Mental Health Factors, and Development of a New Measure
Cyberpsychology behavior and social networking, 2013Co-Authors: David Hagström, Viktor KaldoAbstract:Abstract Previous studies show that the concept of Escapism needs to be clarified and that its relation to problematic online gaming and other factors needs further examination. This study uses well-established, basic learning theory to clarify the concept of Escapism, and examines its relation to problematic gaming, psychological distress, and satisfaction with life among players of massively multiplayer online role-playing games (MMORPGs). MMORPG players (n=201) answered an online questionnaire where these factors were measured and correlated with a previously developed scale on motivation to play (MTPI), including extra items to cover positive and negative aspects of Escapism. Factor analysis and construct validation show that positive aspects of Escapism are theoretically and empirically unstable and that Escapism is best clarified as purely “negative Escapism,” corresponding to playing being negatively reinforced as a way of avoiding everyday hassles and distress. Negative Escapism had a stronger rel...
Joel Billieux - One of the best experts on this subject based on the ideXlab platform.
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A compensatory model to understand dysfunctional personality traits in problematic gaming: The role of vulnerable narcissism
Personality and Individual Differences, 2020Co-Authors: Maria Di Blasi, Alessandro Giardina, Cecilia Giordano, Gianluca Lo Coco, Joel Billieux, Adriano SchimmentiAbstract:Abstract According to a “compensatory perspective”, this study aimed to examine the role of narcissism (both vulnerable and grandiose) in the relationship between emotion dysregulation, Escapism motivation to play, and problematic gaming. In a sample of 405 World of Warcraft players, we tested a multiple mediation model in which the relationship between vulnerable/grandiose narcissism and problematic gaming was mediated by emotion dysregulation and Escapism. Results showed that the model for vulnerable (but not grandiose) narcissism fitted the data very well. This study adds novel insight to our understanding of the mechanisms that support problematic gaming, suggesting that the emotion dysregulation-Escapism connection can be boosted by the presence of vulnerable narcissistic traits. Consequently, clinicians should consider the relevance of vulnerable narcissistic personality traits in persons who display a problematic engagement with massively multiplayer online role-playing games.
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problematic video game use as an emotional coping strategy evidence from a sample of mmorpg gamers
Journal of behavioral addictions, 2019Co-Authors: Maria Di Blasi, Alessandro Giardina, Cecilia Giordano, Crispino Tosto, Gianluca Lo Coco, Joel Billieux, Adriano SchimmentiAbstract:BackgroundA 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 de...
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escaping reality through videogames is linked to an implicit preference for virtual over real life stimuli
Journal of Affective Disorders, 2019Co-Authors: Jory Deleuze, Filip Nuyens, André Melzer, Joel Billieux, Pierre Maurage, Adriano SchimmentiAbstract: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.
Mark D. Griffiths - One of the best experts on this subject based on the ideXlab platform.
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The Role of Avoidance Coping and Escape Motives in Problematic Online Gaming: A Systematic Literature Review
International Journal of Mental Health and Addiction, 2020Co-Authors: Fiordalisa Melodia, Natale Canale, Mark D. GriffithsAbstract:Over the past two decades, research into Internet Gaming Disorder (IGD) has markedly increased due to worldwide spread of online videogames. The reasons and motivations for playing greatly contribute to its popularity. Escapism and avoidance coping strategies have been studied extensively and conceptualized as motives to play. A growing research base has demonstrated a strong association between these motives to play and negative gaming outcomes. Consequently, the aim of the present systematic review was to provide a comprehensive overview of the role of avoidance coping and escape motives in problematic online gaming. A systematic literature search was carried out using academic databases and a total of 26 empirical studies met the inclusion criteria. The results show that Escapism and avoidance coping represent both a predictor of IGD and play a mediating role between many psychological factors (e.g., self-esteem, loneliness, self-concept, anxiety) and problematic online gaming. However, the review also highlights the paucity of longitudinal studies that hinder the determination of the causal direction of these associations. Despite this limitation, the evidence has important implication for developing more effective prevention programs and clinical interventions.
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Problematic Instagram Use: The Role of Perceived Feeling of Presence and Escapism
International Journal of Mental Health and Addiction, 2018Co-Authors: Kagan Kircaburun, Mark D. GriffithsAbstract:The use of social networking sites is becoming increasingly popular. Although there are many studies investigating the problematic use of social networking sites such as Facebook, little is known about problematic Instagram use (PIU) and factors related to it. The present study developed a complex model in order to examine the mediating role of perceived feeling of presence (i.e., social, spatial, and co-presence) and Escapism between using different Instagram features and PIU. A total of 333 Instagram users from a high school and a state university, aged between 14 and 23 years (Mage = 17.74 years, SD = 2.37, 61% female), completed a “paper-and-pencil” questionnaire comprising measures of social presence, spatial presence, co-presence, Instagram Escapism, and PIU. In addition, frequency of use of five different Instagram features (i.e., watching live streams; watching videos; looking at posted photographs; liking, commenting on others’ posts; and getting likes and comments from others) were assessed using a 7-point Likert scale. Analysis indicated that watching live streams was indirectly associated with PIU via Escapism, spatial presence, and co-presence. Leaving likes and comments on others’ posts was both directly and indirectly associated with PIU via co-presence and Escapism. Escapism mediated the relationships between social and spatial presence and co-presence and PIU. The findings of the present study appear to indicate that a minority of individuals use Instagram problematically and that problematic Instagram use is associated with the frequency of watching live streams, liking, and commenting on others’ posts on Instagram, being able to feel a higher sense of presence using Instagram, and using Instagram as an escape from reality.
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Passive Facebook use, Facebook addiction, and associations with Escapism
Computers in Human Behavior, 2017Co-Authors: Nicola L. Young, Mark D. Griffiths, Daria J. Kuss, Christina J. HowardAbstract:There is relatively little research considering motivations of passive Facebook use. However, research regarding motivations of general Facebook use indicates that people use Facebook to escape and that Escapism may motivate passive Facebook use. Research also suggests that using Facebook to escape is associated with Facebook addiction. Using an experimental vignette design, the present research investigated whether passive Facebook use is motivated by Escapism and whether this escape motivation is associated with passive Facebook addiction. A within-participant experimental design using vignettes was used to explore the effect of positivity and, in addition, socialness on passive Facebook use. Addiction to passive Facebook use and perceived effect of passive Facebook use on mood were also assessed. Participants (n=69) responded to 16 vignettes describing daily life events, as well as responding to a question about passive Facebook use on mood and completing the Bergen Facebook Addiction Scale. Results suggested that individuals did not use Facebook to escape. There was no association between Escapism in passive Facebook use and passive Facebook addiction. Social contact had a positive effect on passive Facebook use, and participants perceived passive Facebook use to have no effect on mood. Findings suggest that passive Facebook use is a less effective method of escape than general Facebook use, and reducing individuals likelihood of experiencing Facebook addiction symptoms. Individuals do not use Facebook to escape.Escapism in passive Facebook use is not associated with Facebook addiction.Social contact predicts passive Facebook use.Passive Facebook use has no effect on mood.
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Why Do You Dance? Development of the Dance Motivation Inventory (DMI)
PloS one, 2015Co-Authors: Aniko Maraz, Mark D. Griffiths, Orsolya Király, Róbert Urbán, Zsolt DemetrovicsAbstract:Dancing is a popular form of physical exercise and studies have show that dancing can decrease anxiety, increase self-esteem, and improve psychological wellbeing. The aim of the current study was to explore the motivational basis of recreational social dancing and develop a new psychometric instrument to assess dancing motivation. The sample comprised 447 salsa and/or ballroom dancers (68% female; mean age 32.8 years) who completed an online survey. Eight motivational factors were identified via exploratory factor analysis and comprise a new Dance Motivation Inventory: Fitness, Mood Enhancement, Intimacy, Socialising, Trance, Mastery, Self-confidence and Escapism. Mood Enhancement was the strongest motivational factor for both males and females, although motives differed according to gender. Dancing intensity was predicted by three motivational factors: Mood Enhancement, Socialising, and Escapism. The eight dimensions identified cover possible motives for social recreational dancing, and the DMI proved to be a suitable measurement tool to assess these motives. The explored motives such as Mood Enhancement, Socialising and Escapism appear to be similar to those identified in other forms of behaviour such as drinking alcohol, exercise, gambling, and gaming.
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A Qualitative Analysis of Online Gaming Addicts in Treatment
International Journal of Mental Health and Addiction, 2013Co-Authors: Marta Beranuy, Xavier Carbonell, Mark D. GriffithsAbstract:Online gaming addiction is a relatively under-researched area and there have been few studies examining online gamers in treatment. This paper reports the findings from a qualitative interview study of nine players undergoing treatment for their addictive playing of Massively Multiplayer Online Role Playing Games (MMORPGs). A face-to-face interview study with nine online gaming addicts was carried out using Grounded Theory. The six most reported phenomena by the participants were: (i) entertainment search, (ii) virtual friendship, (iii) Escapism and/or dissociation, (iv) game context, (v) control versus no control, and (vi) conflict. The findings suggest that players’ initial gaming motivation is because of three factors: (i) entertainment, (ii) Escapism, and/or (iii) virtual friendship. MMORPG addiction appears once the playing time significantly increases, coupled with a loss of control and a narrow behavior focus. These factors lead to problems and result in psychological dependence and serious life conflicts. The consequences of MMORPG addiction are similar to the consequences of more established substance addictions including salience, mood modification, loss of control, craving, and serious adverse effects. Additionally, in some cases, tolerance and relapse may also be present.
Daniel Kardefelt-winther - One of the best experts on this subject based on the ideXlab platform.
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The moderating role of psychosocial well-being on the relationship between Escapism and excessive online gaming
Computers in Human Behavior, 2014Co-Authors: Daniel Kardefelt-wintherAbstract:The purpose of this study was to empirically test the proposed theory of compensatory internet use, suggesting that people who play online games excessively are motivated to do so because they need to cope with psychosocial problems (Kardefelt-Winther, 2014a; Kardefelt-Winther, 2014b). The study used survey data from players of World of Warcraft (WoW), a popular MMO game. The indicators of psychosocial problems were high stress and low self-esteem and the motivation was Escapism. The empirical analysis investigated interaction effects between indicators of psychosocial well-being and motivations. It was hypothesized that the relationship between Escapism and negative outcomes would be positive for individuals with high stress or low self-esteem, which would be indicative of escapist online gaming as a coping strategy. However, this was only expected for individuals who experience more negative outcomes from their online gaming, which would highlight an important difference between those who experience many problems and those who experience few. The results showed that both stress and self-esteem moderated the relationship between Escapism and negative outcomes as expected. In both cases, the relationship between Escapism and negative outcomes was positive in the presence of more psychosocial problems (i.e. high stress or low self-esteem) for those who experience many negative outcomes, but not for those who experience few. The results support the theory of compensatory internet use and suggest that excessive online gaming may be a coping strategy for life problems rather than a mental disorder as proposed in DSM-V.
David Hagström - One of the best experts on this subject based on the ideXlab platform.
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Escapism among players of mmorpgs conceptual clarification its relation to mental health factors and development of a new measure
Cyberpsychology Behavior and Social Networking, 2014Co-Authors: David Hagström, Viktor KaldoAbstract:Abstract Previous studies show that the concept of Escapism needs to be clarified and that its relation to problematic online gaming and other factors needs further examination. This study uses well-established, basic learning theory to clarify the concept of Escapism, and examines its relation to problematic gaming, psychological distress, and satisfaction with life among players of massively multiplayer online role-playing games (MMORPGs). MMORPG players (n=201) answered an online questionnaire where these factors were measured and correlated with a previously developed scale on motivation to play (MTPI), including extra items to cover positive and negative aspects of Escapism. Factor analysis and construct validation show that positive aspects of Escapism are theoretically and empirically unstable and that Escapism is best clarified as purely “negative Escapism,” corresponding to playing being negatively reinforced as a way of avoiding everyday hassles and distress. Negative Escapism had a stronger rel...
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Escapism Among Players of MMORPGs—Conceptual Clarification, Its Relation to Mental Health Factors, and Development of a New Measure
Cyberpsychology behavior and social networking, 2013Co-Authors: David Hagström, Viktor KaldoAbstract:Abstract Previous studies show that the concept of Escapism needs to be clarified and that its relation to problematic online gaming and other factors needs further examination. This study uses well-established, basic learning theory to clarify the concept of Escapism, and examines its relation to problematic gaming, psychological distress, and satisfaction with life among players of massively multiplayer online role-playing games (MMORPGs). MMORPG players (n=201) answered an online questionnaire where these factors were measured and correlated with a previously developed scale on motivation to play (MTPI), including extra items to cover positive and negative aspects of Escapism. Factor analysis and construct validation show that positive aspects of Escapism are theoretically and empirically unstable and that Escapism is best clarified as purely “negative Escapism,” corresponding to playing being negatively reinforced as a way of avoiding everyday hassles and distress. Negative Escapism had a stronger rel...