2018
DOI: 10.1016/j.compedu.2018.03.007
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The mediation effects of gaming motives between game involvement and problematic Internet use: Escapism, advancement and socializing

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Cited by 53 publications
(39 citation statements)
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“…Similarly, a recent study (Maroney et al, 2018) found that escapism mediated the relationship between psychosocial distress and PG in a sample of online gamers. The results from this study suggest that, for gamers with higher ED, escapism might temporarily serve as an emotion-focused coping strategy for seeking temporary relief from disturbing affect states, while simultaneously exercising a "push" effect (Chang et al, 2018) that presses players into gaming to achieve short-term well-being, thus increasing the risk of PG. Therefore, these results raise some relevant questions concerning the distinction between healthy and maladaptive escapism that need to be fleshed out.…”
Section: Discussionmentioning
confidence: 87%
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“…Similarly, a recent study (Maroney et al, 2018) found that escapism mediated the relationship between psychosocial distress and PG in a sample of online gamers. The results from this study suggest that, for gamers with higher ED, escapism might temporarily serve as an emotion-focused coping strategy for seeking temporary relief from disturbing affect states, while simultaneously exercising a "push" effect (Chang et al, 2018) that presses players into gaming to achieve short-term well-being, thus increasing the risk of PG. Therefore, these results raise some relevant questions concerning the distinction between healthy and maladaptive escapism that need to be fleshed out.…”
Section: Discussionmentioning
confidence: 87%
“…For example, Gaetan et al (2016, p. 347) suggested that video games may function as a means of rendering emotions psychologically meaningful and to "curb alexithymic dynamic;" that is, they can help gamers to reduce difficulties in identifying, describing, and processing their feelings (Schimmenti, Passanisi, et al, 2017). Nevertheless, for individuals who display difficulties in emotion regulation, the video game environment may be the main domain in which they can approach the regulation of their emotions without negative consequences (Billieux et al, 2015;Chang et al, 2018;Gaetan et al, 2016;Kardefelt-Winther, 2014b;Maroney et al 2018;Schimmenti & Caretti, 2010).…”
Section: Discussionmentioning
confidence: 99%
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“… Loton et al, 2016 ; Mentzoni et al, 2011 ) as are PIU (e.g. Andreassen et al, 2016 ; Caplan et al, 2009 ), motives ( Chang, Hsieh, & Lin, 2018 ) and maladaptive cognitions ( King & Delfabbro, 2014 ). In addition, our findings underscore the importance of considering both specific motives and specific maladaptive cognitions in predicting levels of IGD when controlling for both negative affect (anxiety, depression and stress) and PIU.…”
Section: Discussionmentioning
confidence: 99%
“…figure of in game representation; Burleigh et al, 2018 ; Liew et al, 2018 ) have been envisaged as some of the most significant IGD risks. Overall, the interactions between the gamer, his/her real-life context and the game context have been viewed as definitive of both “distress reducing”, such as escapism, and “pleasure inducing”, such as gaming advancement and online socialization, playing motivations ( Burleigh et al, 2018 ; Chang, Hsieh, & Lin, 2018 ; Liew et al, 2018 ; Nagygyörgy, Mihalik, & Demetrovics, 2012 ; Zanetta Dauriat et al, 2011 ). Provided that motivational factors have been implicated with the intensity of gaming involvement and thus, the development of IGD, they have attracted significant attention, with several theoretical conceptualizations aiming to demystify them ( Adams et al, 2018 ; Ballabio et al, 2017 ; Burleigh et al, 2018 ; Griffiths et al, 2014 ; Liew et al, 2018 ; Rho et al, 2016 ).…”
Section: Introductionmentioning
confidence: 99%