2021
DOI: 10.1016/j.chbr.2021.100081
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The dual nature of escapism in video gaming: A meta-analytic approach

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Cited by 35 publications
(32 citation statements)
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References 62 publications
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“…This could be attributed to trending online games now that feature immersive worldbuilding. The result is consistent with the findings of (Hussain et al, 2021) which states that motivation for escapism is correlated with Online Gaming Addiction.…”
Section: Resultssupporting
confidence: 92%
See 1 more Smart Citation
“…This could be attributed to trending online games now that feature immersive worldbuilding. The result is consistent with the findings of (Hussain et al, 2021) which states that motivation for escapism is correlated with Online Gaming Addiction.…”
Section: Resultssupporting
confidence: 92%
“…The results stated that the escapism motive appeared to be the common predictor of problematic gaming among both e-sport and recreational gamers. Another research analysed 27 studies, with only 7 studies with negative outcomes, 9 studies with positive outcomes and 11 studies having an escapism relationship with both mixed outcomes in a given independent study (Hussain et al, 2021). It was found that in western countries, escapism via video games held a stronger association with negative outcomes while in non-Western countries, escapism via video games is more likely to lead to positive outcomes.…”
Section: Loneliness and Ogamentioning
confidence: 99%
“…However, factors related to general video game usage and social problems are unclear and cannot be fully understood through correlational designs, such as in the present study. For example, poor social competence could be explained by the negative effects of spending too much time gaming (displacement hypothesis; Kowert et al, 2015) or could be attributable to preexisting problems, in that those with poorer social competence are more drawn to video game usage as a way to avoid real social interactions (compensation hypothesis) or as a form of escapism (Hussain et al, 2021). A third possibility is that poor social competence in relation to media usage is due to displacement of both social interactions and strong social ties (better quality social relationships supported by physical proximity) that are typically found in real-life social interactions (Kraut et al, 1998).…”
Section: Discussionmentioning
confidence: 99%
“…The hypothesis further utilizes the previously discussed patterns of gaming as a coping response (e.g., Shi et al, 2019 ). We expect individuals who are vulnerable to gaming-related health problems, such as active players with social anxiety and emotional regulation deficits (Benarous et al, 2019 ; Wichstrøm et al, 2019 ), to respond to strong personal setbacks by negative coping-by-gaming (see Hussain et al, 2021 ), which in turn can deactivate the problem solving of the faced setback and generate a downward spiral that hinders the attempt to overcome the setback.…”
Section: Discussionmentioning
confidence: 99%