Affiliation:
1. University of Buckingham, Buckingham, UK
Abstract
Research suggests that gaming can play an important role in dealing with life difficulties, but few studies have examined this directly. Building on recent research, the current study set out to develop a measure of gaming in difficult life situations (GDLS) and explored the role of emotion regulation and coping self-efficacy as predictors of this behaviour. A total of 667 gamers completed the online survey. Initial analyses demonstrated validity and reliability of the GDLS scale (α = .92), with players turning to gaming as a distraction from life difficulties, to feel a sense of achievement, to connect with others, and for in-game connection and simulation. Multiple regression analysis showed that younger age, more time spent gaming in general, and lower coping self-efficacy predicted GDLS, but emotion regulation was non-significant. The study presents novel insights and a new measure for future research in this area.
Subject
Human-Computer Interaction,Applied Psychology,Arts and Humanities (miscellaneous),Anthropology,Communication,Cultural Studies
Cited by
18 articles.
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