2020
DOI: 10.4309/jgi.2021.46.10
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Playing to Escape: Examining Escapism in Gamblers and Gamers

Abstract: This study examines negative and positive escapism in gamblers, gamers, and individuals who gamble and game. University students (N = 387) completed a battery of online questionnaires that included a demographic information scale, measures of the frequency and type of activity (i.e., gambling, gaming), and modified escapism scales that assessed both positive and negative escapism. Participants included 134 (34.9%) individuals who both gamble and game, 91 (23.7%) exclusive gamblers, 82 (21.4%) exclusive gamers,… Show more

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Cited by 6 publications
(3 citation statements)
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“…Poor family functioning seems crucial to explaining the consumption of problem gaming, which was also found to be associated with poor well-being: these findings are consistent with studies suggesting that problem gaming may work as a maladaptive way of escaping from emotional distress, gaining relief from feelings of helplessness, and of coping with difficult life experiences causing pain, stress and suffering ( Kardefelt-Winther, 2014 ; Puiras et al., 2020 ; Schimmenti et al., 2012 ).…”
Section: Discussionsupporting
confidence: 77%
“…Poor family functioning seems crucial to explaining the consumption of problem gaming, which was also found to be associated with poor well-being: these findings are consistent with studies suggesting that problem gaming may work as a maladaptive way of escaping from emotional distress, gaining relief from feelings of helplessness, and of coping with difficult life experiences causing pain, stress and suffering ( Kardefelt-Winther, 2014 ; Puiras et al., 2020 ; Schimmenti et al., 2012 ).…”
Section: Discussionsupporting
confidence: 77%
“…Contrasting the positive reinforcement underlying positive urgency, negative urgency reflects a negative reinforcement process (Savvidou et al, 2017), where engagement in an activity is motivated to remove negative affect. This process has been demonstrated in both video gaming and gambling contexts (Hagström & Kaldo, 2014;Puiras et al, 2020;Reid et al, 2011), but results of this research indicate this process does not appear to be relevant in a loot box context. Interestingly, our results for the opposite system (punishment sensitivity), add some support to this conclusion.…”
Section: Differences From Previous Gambling Researchmentioning
confidence: 67%
“…People cope with stressful situations in various ways. Many individuals gamble or play digital games online as a way of relieving stress or escaping reality [ 21 , 22 ]. During a difficult time, such as a pandemic, gambling and online gaming might seem like attractive ways to avoid unpleasant feelings.…”
Section: Introductionmentioning
confidence: 99%