Abstract

Recently there has been concern surrounding the relation between flow and the development of problematic gaming among players who game to escape noxious mood states. There is a scarcity of research examining how this relation might extend to smartphone games. Here we assessed whether gaming to escape is characterized by heightened boredom proneness and depressive symptomology in everyday life in addition to negative consequences related to smartphone gaming. We also assessed whether escape players preferentially experience flow, positive affect and effectively less boredom than non-escape players. We also measured whether escape players had enhanced arousal and urge during actual gameplay. To compare the in-game experiences between escape and non-escape players, we characterized gaming to escape as the upper tercile of all escape scores in our sample (n = 20), and non-escape players as the lower tercile of escape scores (n = 20). As expected we showed that gaming to escape was associated with boredom proneness in everyday life, which was in itself correlated with depressive symptomology. During gameplay, those who game to escape boredom demonstrated heightened flow and positive affect compared to non-escape players. State boredom scores however were comparable between the two groups. Importantly, those who game to escape demonstrated greater arousal and urge-to-play following gameplay than non-escape players – but only for optimally challenging games. Findings converge to suggest that bored escape players may seek flow and its consequent positive affect for relief from states of hypo-arousal and monotony through optimally challenging games.

Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call