Abstract

Problematic Internet gaming is considered a type of behavioural addiction, but such a perspective carries a risk of pathologising common behaviours and stigmatising non-problematic Internet gameplay. The mechanisms underlying problematic Internet gaming are complex and to gain a better understanding it is important to investigate the real-life experiences of gamers. This study aimed to give insight into the experiences of people who have played World of Warcraft (WoW) in times of real-life stress. A convergent mixed-methods approach was used to combine both qualitative and quantitative data (N = 46) which were collected from a larger survey of adult WoW players. First, qualitative data were subjected to thematic networks analysis, and themes related to playing WoW to cope with stress were identified. Second, integration of themes and scores on a measure of Negative Gaming Outcomes (NGOs) was made. Findings suggested that escapism in the online video game context taps into three distinct concepts: avoidance, distraction, and immersion. While distraction and immersion emerged as a form of self-care, avoidance as playing to forget was linked to more problematic outcomes. Participants displayed present and retrospective awareness that their gaming had become problematic, supporting the notion that there may be two pathways to problematic Internet gaming – one temporarily limited (e.g., a temporary reaction to an event) which may remedy itself, and the other leading to more pervasive and persistent problems related to maladaptive coping strategies. This research helps to elucidate how gamers respond to stress and offers new insight into how their responses translate to problematic gaming outcomes.

Full Text
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