2020
DOI: 10.1007/978-3-030-37643-7_4
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Four Pillars of Healthy Escapism in Games: Emotion Regulation, Mood Management, Coping, and Recovery

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Cited by 27 publications
(14 citation statements)
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References 62 publications
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“…A common focus of video game mood management and coping studies is escapism, the avoidance of reality ( Hastall, 2017 ; Kosa & Uysal, 2020 ) which is a mechanism for video games to allow for emotional regulation, mood management, respite, and stress coping ( Kosa & Uysal, 2020 ), including during difficult life situations ( Iacovides & Mekler, 2019 ). Escapism has been found to be tied to interpersonal ( Jones et al, 2021 ), media-based ( Eden et al, 2020 ), and video game ( Barr & Copeland-Stewart, 2021 ) pandemic coping.…”
Section: Literature Reviewmentioning
confidence: 99%
“…A common focus of video game mood management and coping studies is escapism, the avoidance of reality ( Hastall, 2017 ; Kosa & Uysal, 2020 ) which is a mechanism for video games to allow for emotional regulation, mood management, respite, and stress coping ( Kosa & Uysal, 2020 ), including during difficult life situations ( Iacovides & Mekler, 2019 ). Escapism has been found to be tied to interpersonal ( Jones et al, 2021 ), media-based ( Eden et al, 2020 ), and video game ( Barr & Copeland-Stewart, 2021 ) pandemic coping.…”
Section: Literature Reviewmentioning
confidence: 99%
“…There is an ongoing debate about the use of games as an avoidance (escapism) strategy. Games offer a way for people to gather their bearings, to recover, and to regulate their moods before confronting the issues at hand (Kosa and Uysal, 2020). However, because games are designed to be highly engaging there is a pitfall of escaping for too long, beyond the point where one should be confronting their difficulties (Griffiths, 2015;Kosa and Uysal, 2020).…”
Section: Game Culture and Coping With Difficult Periods In Lifementioning
confidence: 99%
“…A common notion is that escapism is exclusively rooted in maladaptive motivation and predominantly associated with negative psychological outcomes (Kuss, 2013; Li et al, 2011). More recently, however, authors proposed that escapism may be instigated from healthy needs and be psychologically rewarding (Flayelle et al, 2019; Hagström & Kaldo, 2014; Kosa & Uysal, 2020). Hence, in the present empirical investigation, we explore a two-dimensional operationalization of escapism in media consumption, more specifically, related to digital gaming and streaming in two independent survey samples.…”
mentioning
confidence: 99%