Escaping reality through videogames is linked to an implicit preference for virtual over real-life stimuli
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UNIL restricted access
State: Public
Version: Final published version
License: Not specified
Serval ID
serval:BIB_60F0935FB77E
Type
Article: article from journal or magazin.
Collection
Publications
Institution
Title
Escaping reality through videogames is linked to an implicit preference for virtual over real-life stimuli
Journal
Journal of Affective Disorders
ISSN
0165-0327
Publication state
Published
Issued date
2019
Peer-reviewed
Oui
Volume
245
Pages
1024-1031
Language
english
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.
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.
Keywords
Clinical Psychology, Psychiatry and Mental health, video games, gaming disorder, implicit
Pubmed
Web of science
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Create date
10/01/2020 9:30
Last modification date
17/01/2020 13:14