Reference : Escaping reality through videogames is linked to an implicit preference for virtual o...
Scientific journals : Article
Social & behavioral sciences, psychology : Communication & mass media
http://hdl.handle.net/10993/37199
Escaping reality through videogames is linked to an implicit preference for virtual over real-life stimuli
English
Deleuze, Jory mailto []
Maurage, Pierre mailto []
Schimmenti, Adriano mailto []
Nuyens, Filip mailto []
Melzer, André mailto [University of Luxembourg > Faculty of Language and Literature, Humanities, Arts and Education (FLSHASE) > Integrative Research Unit: Social and Individual Development (INSIDE) >]
Billieux, Joël mailto [University of Luxembourg > Faculty of Language and Literature, Humanities, Arts and Education (FLSHASE) > Integrative Research Unit: Social and Individual Development (INSIDE) >]
2019
Journal of Affective Disorders
Elsevier
245
1024-1031
Yes (verified by ORBilu)
International
0165-0327
1573-2517
Amsterdam
Netherlands
[en] online gaming ; escapism ; implicit measure ; Affective Misattribution Procedure ; coping strategy
[en] From the theory of compensatory Internet use, escapism through videogames may constitute a coping strategy that is sometimes helpful but, in some cases, maladaptive. Yet, evidence supporting this view has, to date, 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. The results showed that participants had more positive attitudes toward pictures depicting virtual environments than toward those depicting real environments. Furthermore, those participants who frequently used videogames to escape real life and were highly engaged in video gaming had a more pronounced positive implicit attitude toward the virtual environment. 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.
http://hdl.handle.net/10993/37199
10.1016/j.jad.2018.11.078

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