Abstract

ABSTRACT Building on M. S. Stroebe and Schut’s (1999) ‘dual process model’ (DPM), this paper draws on data from a survey of young people who identify as regular gamers (n = 450) and semi-structured follow-up interviews (n = 20) to understand video games as a form of self-care, and the positive and problematic encounters gamers experience in relation to immersion and escapism. The work is situated in relation to game/leisure studies, and extant research on different types of loss (bereavement; social opportunities; employment). We argue that, during the COVID-19 pandemic, self-reported responses to play function as a form of oscillation between ‘loss’ and ‘restoration’ in the DPM, and that the act of play and its post-hoc rationalisation is a crucial form of coping for young people, and an opportunity for meaning-making whilst grieving. Our contribution is to demonstrate how video games can and should be considered as a catalyst for grief management.

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