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Computers in Human Behavior 86 (2018) 69e76

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Computers in Human Behavior


journal homepage: www.elsevier.com/locate/comphumbeh

Full length article

Do coping strategies moderate the relationship between escapism and


negative gaming outcomes in World of Warcraft (MMORPG) players?
Lorelle Bowditch a, *, Janine Chapman b, Anjum Naweed c
a
Central Queensland University, Mackay Ooralea Campus, 151 Boundary Road, Ooralea, QLD 4740, Australia
b
Flinders Centre for Innovation in Cancer, Flinders University, Bedford Park, SA 5042, Australia
c
Central Queensland University, Appleton Institute for Behavioural Science, 44 Greenhill Rd, Wayville, SA 5034, Australia

a r t i c l e i n f o a b s t r a c t

Article history: A link between escapist motivations for playing Massively Multiplayer Online Role-Playing Games
Received 25 January 2018 (MMORPGs) and negative outcomes associated with play has been previously established. However, not
Received in revised form all escapists experience the same level of negative gaming outcomes, and the underlying mechanisms
11 April 2018
have yet to be explored. The purpose of this study was to determine if individual differences in engaged
Accepted 13 April 2018
Available online 14 April 2018
and disengaged coping styles could explain differences in outcomes. Cross-sectional survey data from
adult players of World of Warcraft (WoW) were collected (N ¼ 217), using measures of negative gaming
outcomes, escapism, and individual coping style. Primary analysis revealed that disengaged coping
Keywords:
MMORPG
strategies were positively correlated with both escapist motivations and negative outcomes, and the
Video games engaged coping strategies of Problem Solving and Social Support were negatively correlated with
Escapism negative gaming outcomes. The main analyses revealed that the relationship between escapist moti-
Coping vations for play and negative gaming outcomes was moderated by problem-focused coping strategies.
Internet gaming disorder This study offers novel insight into video game research, demonstrating that individual coping styles play
Negative gaming outcomes a role in moderating the relationship between gaming motivation and the negative outcomes associated
with video gaming.
© 2018 Elsevier Ltd. All rights reserved.

1. Introduction emerging diagnoses that are not yet officially recognised. The aim
of this section is to encourage and direct research that promotes
Massively Multiplayer Online Role-Playing Games (MMORPGs) further understanding, and inform decisions about potential in-
are well established and influential in popular culture (Williams, clusion of the diagnosis in future editions of the DSM.
Yee, & Caplan, 2008). In 2016, this genre of video game accounted
for US $2.43 billion in estimated revenue in digital sales alone 1.1. MMORPGs, negative outcomes and motivations for play
(Statista, 2017). Playing MMORPGs e and video gaming more
broadly e has often been associated with behaviours that can lead World of Warcraft (WoW) is a popular game within the
to negative outcomes such as compulsive preoccupation with the MMORPG genre, with its most recent expansion selling 3.3 million
game, often to the exclusion of other psychosocial needs and in- copies on its release day (Activision Blizzard, 2017). WoW allows for
terests (Hagstro€m & Kaldo, 2014; Kaczmarek & Dra˛ zkowski,
_ 2014; thousands of players to be connected at the same time. Players can
Kuss, Louws, & Wiers, 2012). In response to the growing recogni- cooperate, explore, fight, communicate, complete in-game objec-
tion of the potentially serious consequences of online gaming, in tives and gain rewards by joining guilds (permanent groups of
2013, Internet Gaming Disorder (IGD) was formally introduced into players who share in-game resources) or by themselves via solo
Section 3 of the Diagnostic and Statistical Manual of Mental Disorders play or by utilising the in-game grouping tool (Blizzard
(5th ed.; DSM-5; American Psychiatric Association, 2013). Section 3 Entertainment, 2017; Schimmenti, Infanti, Badoud, Laloyaux, &
of the DSM-5 highlights and proposes diagnostic criteria for Billieux, 2017; Thorens, Khan, Khazaal, & Zullino, 2012). A main
feature of WoW and other MMORPGs is their system of goals and
achievements, which make them seemingly endless, and their so-
* Corresponding author. cial and competitive focus, which promotes and increases devotion
E-mail address: lorelle.bowditch@cqumail.com (L. Bowditch). to the game (Ng &Wiemer-Hastings, 2005). Indeed, playing

https://doi.org/10.1016/j.chb.2018.04.030
0747-5632/© 2018 Elsevier Ltd. All rights reserved.
70 L. Bowditch et al. / Computers in Human Behavior 86 (2018) 69e76

MMORPGs has previously been associated with addiction-related outcomes. Escapists who experienced fewer negative outcomes, on
factors such as tolerance (needing to play for increasing amounts the other hand, were found to have low levels of psychosocial
of time to gain the same desired excitement), withdrawal symp- problems (e.g. stress, self-esteem). This suggested that playing to
toms and intrapersonal and interpersonal conflict (Smahel, Blinka, escape is not always negative, an idea further supported by Merhi
& Ledabyl, 2008). MMORPGs have also been associated with higher (2016), who found escapism to be a significant antecedent to the
rates of depression and substance use (Williams et al., 2008), and enjoyment of video games.
poorer overall health and sleep quality when compared to arcade,
console or solo computer gamers (Smyth, 2007). The intensity to 1.3. Model of Compensatory Internet Use and gaming as a coping
which a player engages in MMORPG play has been attributed to the mechanism
rate of addiction symptoms in some players. Distinctions have been
drawn however, between indicators of addiction, and indicators or The Model of Compensatory Internet Use suggests that when
high engagement. It is possible for an individual to be a highly individuals experience problematic real life situations they can be
engaged MMORPG player, but not exhibit symptoms such as motivated to go online to alleviate their dysphoric mood or to fulfil
withdrawal and tolerance which are indicative of behavioural unmet needs (Kardefelt-Winther, 2014c). This behaviour can have
addiction (Charlton & Danforth, 2007). positive or negative outcomes, which are dependent on certain
As indicated, not all MMORPG players experience negative psychological characteristics, such as high stress or low self-esteem
outcomes from gaming, and research has sought to identify indi- (Kardefelt-Winther, 2014a). Kardefelt-Winther (2014b) expands on
vidual differences that may account for this. One area that has this notion by suggesting that, rather than being framed as a mental
garnered attention in recent years is differences in individual mo- disorder, excessive internet gaming may be more accurately
tivations for gaming as a predictor of outcomes. Research suggests described as a coping strategy for other life problems. Coping has
that gaming, for some individuals, might be a way of avoiding face- been defined as a behavioural response, or process that aims to deal
to-face social situations (Peters & Peters, 2008). For others, gaming with social, emotional and psychological stress (Lazarus & Folkman,
may be used as an aid to social interaction and support (Kaczmarek 1987). In line with this idea, it is proposed that the addictive be-
_
& Dra˛ zkowski, 2014), or may be driven by fascination with the haviours evident in some MMORPG players may reflect ways for
online virtual world (Hagstro € m & Kaldo, 2014). people to cope with real life problems, by increasing positive
Yee (2006) developed a 10-factor model of motivation that re- feelings and reducing negative moods through play (Kardefelt-
lates specifically to MMORPG gaming motivations. The 10 motiva- Winther, 2014a; 2014b; 2014c; Griffiths et al., 2016). From this
tional factors were grouped into three main headings: (1) perspective, when escapism is coupled with a lack of coping re-
Achievement, which encompassed ‘advancement’, ‘analysing game sources for everyday psychosocial problems, the risk of negative
mechanics’, and ‘competition’; (2) Social, related to the factors outcomes may be higher; this may go some way to explain the
‘chatting and casual interactions’, ‘developing supporting re- individual variance in negative outcomes associated with
lationships’, and ‘teamwork’, and (3) Immersion, which included MMORPGs.
‘geographical exploration’, ‘role-playing’, ‘avatar customisation’ and
‘escapism’. This work helped to build a new basis for theory for 1.4. Different types of coping styles and the potential link with
future investigations of online gaming (Williams et al., 2008). gaming outcomes
Caplan, Williams, and Yee (2009) further suggested that identifying
the gaming motivations of players may help to clarify why certain In seminal work on the structure of coping, Tobin (1984/2001)
individuals are more susceptible to problematic gaming outcomes demonstrated that people have specific coping styles based on
than others. whether they engage or disengage in response to stressful events.
Specifically, an ‘engaged’ coping style encompasses strategies that
are approach-related, and involve confronting stressors, which is
1.2. Escapism as a motivation for play thought to limit long-term physiological and psychological impact
(Addison et al., 2007; Speyer et al., 2016). Alternatively, a ‘disen-
Since this time, one of the main areas of research into negative gaged’ coping style is one that involves the individual seeking to
psychological and social outcomes associated with video gaming limit their exposure to noxious stimuli by disengaging from it.
has been the ‘escapism’ factor as a motivation for gaming (Billieux Thoughts about the stressor are avoided; behaviours that might
_
et al., 2013; Kaczmarek & Dra˛ zkowski, 2014; Kahn et al., 2015; change the situation are not initiated, and wishful thinking and
Kardefelt-Winther, 2014b; Kirby, Jones, & Copello, 2014; Kuss fantasies are used as an attempt to draw attention away from the
et al., 2012; Yee, 2006), which can be broadly defined as playing to stressor (Tobin, Holroyd, Reynolds, & Wigal, 1989). Within
“relax or escape from real life or avoid real life problems” (Caplan engagement and disengagement coping styles the target of the
et al., 2009, p. 1315). Previous research seeking to understand the coping effort can be either problem-focused (managing the stress-
specific psychological characteristics that predict negative gaming producing situation) or emotion-focused (regulating the affective-
outcomes have identified escapism as a strong predictor (see response), with four sub-categories identified in each (Fig. 1).
Kardefelt-Winther, 2014a). For example, Kaczmarek and To date, differences in individual coping style have been inves-
_
Dra˛ zkowski (2014) demonstrated that playing online video games tigated in the gaming literature only in relation to domains such as
for escapist reasons was associated with a stronger belief that the pain tolerance and recuperating from stress and strain. For
gaming environment was as realistic as the real world, leading to example, Sil et al. (2014) found demonstrable improvement in
decreased offline support for real world problems and reduced children's pain tolerance when a video game was introduced as a
levels of well-being. Kardefelt-Winther (2014b) also found differ- distraction, and this was equally as useful for children with disen-
ences between ‘escapist’ individuals that experienced many nega- gaged (e.g. ignoring the stressor, distracting activities) or engaged
tive outcomes associated with gaming, when compared with those (e.g. monitoring their experience, seeking information) coping
who experienced fewer negative outcomes. Escapists that experi- styles. In a German study of 1,614 predominately male participants
enced more negative outcomes reported higher levels of stress and ranging between the ages of 12 and 56, Reinecke (2009) found that
lower self-esteem, indicating an interaction effect between psy- video games were systematically used after exposure to stressful
chosocial problems and escapism when predicting negative gaming situations. Participants with an emotion-focused coping style were
L. Bowditch et al. / Computers in Human Behavior 86 (2018) 69e76 71

participants, who are usually underrepresented in similar research


(Dupuis & Ramsey, 2011; Hagstro € m & Kaldo, 2014; Kaczmarek &
_
Dra˛ zkowski, 2014; Kardefelt-Winther, 2014b; Longman, O'Connor,
& Obst, 2009), the public female-only Facebook group “I'm a Girl
and I play WoW” (with 18,494 members at the time of writing) was
also used for recruitment. Both groups have members from across
the globe, and are English language groups. An invitation to com-
plete the study was also posted on two online gaming forums
(Wowhead and MMO Champion). This was an anonymous study
and no identifiable data was collected from participants. Partici-
pants were invited to participate if they were over 18 years of age
and were current subscribers and players of World of Warcraft.
A total of 334 participants clicked on the online survey link, and
217 (65%) completed the survey in its entirety. Of these, 157 iden-
tified as female (72.4%), 58 as male (26.9%), 1 other/prefer not to say
(0.5%), and 1 (0.5%) who failed to answer. Further demographic
Fig. 1. Coping style model. Adapted from Tobin (1984/2001). details are presented in the Results section.

2.2. Measures
more likely to use games as a recovery tool than participants with a
problem-focused coping style. This study also showed that the
2.2.1. Motivation to escape
relationship between stress and gaming was moderated by social
Motivation to escape was measured using two items from the
support, suggesting that online video games are used as a source of
Escapism subcomponent of the main component of Immersion in
social support in stressful situations.
Yee's Motivation to Play Inventory (Williams et al., 2008; Yee,
However, the association between individual coping style,
2006). The two items were selected because they reflected the
playing video games for escapism, and negative outcomes from
concept of escapism, rather than Immersion more broadly. Seven
gaming has not been previously explored. In line with the research € m and Kaldo's (2014) negative
items adapted from Hagstro
outlined above, an individual's motivation to play video games as a
escapism scale were also included. Examples of items are: “How
way of escaping from real life or avoiding real life problems seems
often do you play to escape from the real world?” and “How often
to reflect a disengaged coping style, which may render individuals
do you start playing WoW when you are in a bad mood?”. All items
less likely to successfully deal with psychosocial problems in the
were five-point Likert scale statements and participants were asked
long-term (Speyer et al., 2016). In line with the Model of
to respond to options ranging from 1 ¼ never, to 5 ¼ almost always.
Compensatory Internet Use, such individuals may be more likely to
The internal consistency of the total nine item scale was high in the
experience negative outcomes from their MMORPG play.
current study (a ¼ 0.90), and similar to the Cronbach's alpha pre-
viously reported in Hagstro €m and Kaldo (2014) (a ¼ 0.88).
1.5. Aim of the current study

Drawing on the research reviewed above, the broad aim of this 2.2.2. Negative gaming outcomes
study was to investigate the relationship between escapism, dif- Negative gaming outcomes were measured using the five item
ferences in coping styles and negative gaming outcomes. More negative outcomes scale adapted by Kardefelt-Winther (2014b).
specifically, the study aimed to investigate whether the strength of The negative outcomes scale was adapted specifically for WoW
the association between escapism and negative gaming outcomes players, with higher scores reflecting more negative outcomes. The
in MMORPG players was influenced by individual coping style. This scale included statements such as: “I sometimes lose sleep because
investigation will help to explain why some individuals who play of the time I spend playing WoW”, and were measured using a five-
video games for escapist reasons experience negative outcomes, point Likert scale with responses ranging from 1 ¼ strongly disagree
while others do not. The following hypotheses will be examined: to 5 ¼ strongly agree. Internal consistency was satisfactory in the
current study (a ¼ 0.77), which is consistent with the Cronbach's
H1 Across the whole sample, escapism will be positively alpha reported by Kardefelt-Winther (2014b) (a ¼ 0.72).
correlated with negative gaming outcomes.
H2 Disengaged coping strategies will be positively correlated 2.2.3. Individual coping style
with negative gaming outcomes, and engaged coping strategies Individual differences in coping style was assessed using the 72-
will be negatively correlated with negative gaming outcomes. item Coping Strategies Inventory (CSI) (Tobin, 1984/2001). Partici-
H3 Coping styles will moderate the relationship between pants were asked to rate the general frequency by which they
escapist motivations and negative gaming outcomes, such that utilised each listed coping strategy in response to a stressful event
when disengagement increases, the relationship will also in- that had occurred in their life. Participants were asked to imagine
crease, and when engagement increases, the relationship will the stressful situation and were given the opportunity to briefly
decrease. write the details, although this was not mandatory. The coping style
scale consisted of eight primary subscales. Two subscales related to
2. Method ‘problem-focused engagement’: Problem Solving (e.g. "I worked on
solving the problems in the situation") and Cognitive Restructuring
2.1. Participants (e.g. "I reorganised the way I looked at the situation, so things didn't
look so bad"). Two subscales related to ‘emotion-focused engage-
Participants were recruited from the popular WoW Facebook ment’: Express Emotion (e.g. "I found ways to blow off steam") and
group “World of Warcraft”, a closed group with 94,871 members (at Social Support (e.g. "I accepted sympathy and understanding from
the time of writing). To increase the representation of female someone"). The next two subscales related to ‘problem-focused
72 L. Bowditch et al. / Computers in Human Behavior 86 (2018) 69e76

disengagement’: Problem Avoidance (e.g. "I slept more than usual") Table 1
and Wishful Thinking (e.g. "I hoped the problem would take care of Means and standard deviations of main outcome and predictor variables (N¼217).

itself"); and the final two subscales related to ‘emotion-focused Item Scale Range M SD
disengagement’: Self-Criticism (e.g. "I told myself that if I wasn't so Escapism 1.00 - 4.89 2.81 0.87
careless, things like this wouldn't happen") and Social Withdrawal Coping Styles
(e.g. "I spent more time alone"). All items were measured on a five- Engagement
point Likert scale, with responses ranging from 1 ¼ never, to Problem-Focused Engagement:
1. Problem-Focused Engagement 1.00 - 5.00 3.01 0.86
5 ¼ almost always. Each of the eight primary scales reported satis-
2. Cognitive Restructuring 1.00 - 5.00 2.82 0.87
factory levels of internal consistency in the current study (a ¼ 0.67 Emotion-Focused Engagement:
to a ¼ 0.95), which is consistent with previous studies (Held, 3. Express Emotion 1.00 - 4.11 2.78 0.84
Owens, & Anderson, 2015; Tobin et al., 1989). 4. Social Support 1.00 - 4.89 2.72 1.07
Disengagement
Problem-Focused Disengagement:
1. Problem Avoidance 1.00 - 4.11 2.24 0.71
2. Wishful Thinking 1.00 - 5.00 3.05 1.03
2.3. Procedure Emotion-Focused Disengagement:
3. Self-Criticism 1.00 - 5.00 2.33 1.31
When clicking on the recruitment link, participants were 4. Social Support 1.00 - 5.00 2.68 1.01
directed to a cross-sectional survey on the online survey and data Negative Gaming Outcomes 1.00 - 4.60 2.11 0.89

collection platform Qualtrics (2005). Information about the study


was given, including a number for Lifeline to mitigate risk of
discomfort, and a link to access online Lifeline support chat for 3.2. The relationship between escapism, coping strategy and
international participants. Consent was assumed once participants negative gaming outcomes
commenced the survey, and there were no incentives for partici-
pation. The questionnaire began with demographic information, To address Hypotheses 1 and 2, correlations were performed
followed by the measures described above. At the end of the survey, between escapism, negative gaming outcomes and the eight pri-
participants were given the opportunity to leave feedback and then mary coping variables (Table 2).
thanked for their time. The survey took approximately As expected, escapism was positively and significantly corre-
15e20 minutes to complete. Full ethical approval was gained from lated with negative gaming outcomes (H1). Escapism also
CQ University Human Research Ethics Commitee (Approval No. demonstrated a significant correlation with all four of the disen-
H17/05-091). gaged coping subscales, and, more surprisingly, one engaged
coping strategy: Express Emotion, although this strategy was not
associated with negative gaming outcomes. In relation to H2, all
four disengaged coping strategies were significantly positively
2.4. Data analysis correlated with escapism and negative gaming outcomes. Wishful
Thinking, a problem-focused disengaged coping strategy, had the
Correlation analyses (Pearson's) were performed to assess the strongest correlation with escapism, and also showed a moderate
correlations between the main variables. Moderation analyses us- positive correlation with negative gaming outcomes. All four of the
ing the PROCESS macro (Model 1) for SPSS (Hayes, 2013) was used engaged coping strategies demonstrated negative correlations with
to test the hypothesis that coping style moderated the relationship negative gaming outcomes; however, only two of these were sig-
between escapism motivation and negative gaming outcomes. nificant: Problem Solving (problem-focused) and Social Support
Prior to the main analyses, descriptive statistics and t tests for in- (emotion-focused). While weak, these correlations suggest that
dependent groups were calculated. problem solvers and those who seek social support in times of
stress seem to experience fewer negative gaming outcomes, and
are not motivated to play WoW to escape.
3. Results
3.3. Moderation analysis: do coping strategies moderate the
3.1. Sample characteristics relationship between escapism and negative gaming outcomes?

Demographic variables for the sample showed a mean age of 3.3.1. Interaction effects
35.91 (SD ¼ 11.52, age range 18e74 years), with most participants To address H3, eight separate moderation models were fitted to
born in the United States (61%) and 4% born in Australia. The ma- the data utilising the PROCESS macro for SPSS, simple moderation
jority of participants had received higher than secondary school (Hayes, 2013; model 1). Moderation analysis looks at the combined
education (college/TAFE/diploma, University or Postgraduate effect of two variables on another and the relationship between a
studies) (73%) and were employed (63%). Most participants were predictor and an outcome at different levels of the moderator
members of a couple with children (33%). (Field, 2013). In all eight moderation models, escapism was the
Table 1 shows the means and standard deviations for the predictor, and negative gaming outcomes was the outcome. Each
escapism, coping styles and negative gaming outcomes scores. The model included one of the eight primary coping strategies as the
escapism scale scores are comparable to those found in similar moderator, and the remaining three primary coping strategies for
studies (Hagstro€m & Kaldo, 2014 (M ¼ 2.74, SD ¼ 0.95); Kardefelt- either the disengaged or engaged coping styles were included in
Winther, 2014b (M ¼ 3.0, SD ¼ 0.7) (M ¼ 2.81, SD ¼ 0.87)), as are the model as covariates, following the recommendation outlined by
negative gaming outcomes (M ¼ 2.11, SD ¼ 0.89) (Kardefelt- Hayes (2012) (e.g. when Problem Avoidance was the moderator, the
Winther, 2014c (M ¼ 2.6, SD ¼ 0.8)). The CSI as a measure of covariates were Self-Criticism, Wishful Thinking, and Social With-
coping style has not been utilised in similar research, however the drawal). All interaction effects are shown in Table 3. Escapism
means and standard deviations of the eight primary strategies are significantly predicted negative gaming outcomes in all eight
reflective of the findings of Tobin (1984/2001). models (ps < .05). In support of H3, two engaged (Problem Solving,
L. Bowditch et al. / Computers in Human Behavior 86 (2018) 69e76 73

Table 2
Correlations for escapism, negative gaming outcomes and primary coping strategy.

Escapism NGO Problem Cognitive Express Social Problem Wishful Self- Social
Solving Restructuring Emotion Support Avoidance Thinking Criticism Withdrawal
(PFE) (PFE) (EFE) (EFE) (PFD) (PFD) (EFD)
(EFD

Escapism 1
NGO .397** 1
Problem Solving (PFE) -.107 -.277** 1
Cognitive Restructuring -.102 -.124 .550** 1
(PFE)
Express Emotion (EFE) .272** -.002 .186** .187** 1
Social Support (EFE) .016 -.173* .312** .315** .640** 1
Problem Avoidance .434** .378** -.225** .035 .057 -.128 1
(PFD)
** ** ** **
Wishful Thinking (PFD) .527 .374 -.126 -.178 .301 .067 .542** 1
Self- Criticism (EFD) .372** .306** -.095 -.224** .069 -.098 .370** .604** 1
Social Withdrawal (EFD .411** .320** -.130 -.201** -.065 -.385** .534** .510** .531** 1

Note. n ¼ 217; NGO ¼ Negative Gaming Outcomes.


**
p < .01 (2-tailed), *p < .05 (2-tailed).

Table 3 simple slopes are illustrated in Fig. 2.


Interaction effects of the eight primary coping strategies and escapism [and 95% As Problem Solving increases, the effect of escapism on negative
Confidence Intervals], predicting negative gaming outcomes.
gaming outcomes decreases. The Johnson-Neyman technique was
2-way Interaction B SE B t p then applied, which derives the value of the moderator when the
Engaged Coping Style effect of the predictor on the outcome transitions from being sta-
Escapism x Problem Solving 0.15 0.06 2.59 p ¼ .01 tistically significant to not significant, hence demonstrating a ‘re-
[0.26, 0.03] gion of significance’ (Hayes, 2012). This technique showed that the
Escapism x Cognitive Restructuring 0.15 0.06 2.63 p ¼ .01
relationship between escapism and negative gaming outcomes was
[0.27, 0.04]
Escapism x Express Emotion 0.06 0.07 0.83 p ¼ .41 significant until Problem Solving reached a score of 4.14 (M ¼ 3.02,
[0.20, 0.08] SD ¼ 0.86).
Escapism x Social Support 0.06 0.05 1.25 p ¼ .21 Cognitive Restructuring also significantly moderated the rela-
[0.17, 0.04]
tionship between escapism and negative gaming outcomes. This
Disengaged Coping Style
Escapism x Problem Avoidance 0.15 0.10 1.66 p ¼ .10
moderation explained a further 2% of the variance in the model (F
[0.03, 0.33] (1,209) ¼ 6.91, p ¼ .009). This interaction is illustrated in Fig. 3. The
Escapism x Wishful Thinking 0.14 0.06 2.24 p ¼ .03 interaction was again probed by testing the conditional effects of
[0.02, 0.26] escapism at three levels of Cognitive Restructuring, which is shown
Escapism x Self-Criticism 0.002 0.003 0.746 p ¼ .46
in Table 5 and Fig. 3.
[0.07, 0.15]
Escapism x Social Withdrawal 0.003 0.004 0.876 p ¼ .38 The relationship between escapism and negative gaming out-
[0.07, 0.18] comes was significant at one standard deviation above and below,
Note. Individual interaction effects are taken from eight separate moderation
models.

Cognitive Restructuring) and one disengaged (Wishful Thinking)


coping strategy were found to moderate this relationship.

3.3.2. Engaged strategies


In relation to engaged coping strategies, both problem-focused
engagement strategies of Problem Solving and Cognitive Restruc-
turing moderated the relationship. Problem Solving explained an
additional 1.8% of the variance in the model (F (1, 209) ¼ 6.70,
p ¼ .01). To interpret this moderation effect, conditional effects
were examined. Table 4 shows the results of three separate re-
gressions, the effect of escapism on negative gaming outcomes at
low (one SD below the mean), average (at the mean) and high levels
(one SD above the mean) of Problem Solving strategy use. The

Table 4
Conditional effects of Problem Solving on the relationship between escapism and
negative gaming outcomes.

Problem Solving B SE B p 95% CI

One SD below mean 0.49 0.07 <.001 0.35, 0.64


At the mean 0.37 0.07 <.001 0.23, 0.50
Fig. 2. Moderating effect at levels of Problem Solving on the relationship between
One SD above mean 0.24 0.09 .009 0.06, 0.42
escapism and negative gaming outcomes. NGO ¼ Negative Gaming Outcomes.
74 L. Bowditch et al. / Computers in Human Behavior 86 (2018) 69e76

Fig. 3. Moderating effect at levels of cognitive restructuring on the relationship be-


tween escapism and negative gaming outcomes. NGO ¼ Negative Gaming Outcomes. Fig. 4. Moderating effect at levels of Wishful Thinking on the relationship between
escapism and negative gaming outcomes. NGO ¼ Negative Gaming Outcomes.

Table 5
Conditional effects of Cognitive Restructuring on the relationship between escapism Table 6
and negative gaming outcomes. Conditional effects of Wishful Thinking on the relationship between escapism and
negative gaming outcomes.
Cognitive Restructuring B SE B p 95% CI
Wishful Thinking B SE B p 95% CI
One SD below mean 0.51 0.08 <.001 0.36, 0.67
At the mean 0.38 0.06 <.001 0.25, 0.51 One SD below mean 0.15 0.09 .11 0.03, 0.33
One SD above mean 0.24 0.09 .006 0.07, 0.41 At the mean 0.29 0.08 <.001 0.14, 0.44
One SD above mean 0.43 0.10 <.001 0.22, 0.63

and also at the mean of Cognitive Restructuring (M ¼ 2.82,


SD ¼ 0.89). The Johnson-Neyman technique showed that the rela- established (Hagstro € m & Kaldo, 2014; Kaczmarek & Dra˛ zkowski,
_
tionship between escapism and negative gaming outcomes was 2014; Kuss et al., 2012), but what is less understood is why some
significant when Cognitive Restructuring was 4.00 points, and not players that play to escape do not experience negative outcomes. As
significant above this value. expected, and in line with previous research, escapism was asso-
ciated with negative gaming outcomes in the current study; how-
3.3.3. Disengaged strategies ever, the findings suggest that escapism alone does not necessarily
The only disengaged coping strategy found to be a significant lead to adverse effects.
moderator of the relationship between escapism was Wishful As predicted, all four disengaged coping strategies were signif-
Thinking. This interaction explained a further 1.7% of the variance icantly positively correlated with both escapism and negative
in the model (F (1,205) ¼ 5.04, p ¼ .03) and is illustrated in Fig. 4. gaming outcomes, supporting the notion that problematic gaming
The conditional effects of escapism at three levels of Wishful may be associated with poorer real-life coping skills. This was not
Thinking were significant at both the mean (M ¼ 3.07, SD ¼ 1.02) the case for individuals who reported more engaged coping styles,
and at one standard deviation above the mean, but not significant which mainly demonstrated the opposite pattern; particularly So-
at one standard deviation below the mean. This suggests that cial Support (emotion-focused) and Problem Solving (problem-
escapism is not associated with negative outcomes if an individual focused) styles. However, it is interesting to note that the engaged
engages in low levels of Wishful Thinking coping, but as Wishful coping strategy of Express Emotion was also significantly and
Thinking strategies increase, escapism positively predicts the positively correlated with escapism, but not with negative gaming
negative outcomes associated with gaming. Conditional effects are outcomes. This finding suggests that, for some people, escapism
shown in Table 6. may be beneficial, with strategies such as “blowing off steam” or
The Johnson-Neyman technique further demonstrated that the “letting go of emotions” being positively associated with escapist
relationship between escapism and negative gaming outcomes was motivations to play internet video games. Indeed, the concept of
significant when Wishful Thinking was above 0.87 points below the escapism has previously been the subject of debate. For example,
Hagstro€ m and Kaldo (2014) pointed out that escapism has previ-
mean, and not significant below this value.
ously been measured by scales which combine negative, neutral,
and positive aspects of the construct, and sought to delineate these
4. Discussion
potentially distinct factors. Demetrovics et al. (2011) and Kahn et al.
(2015) indicate that escapism, as a concept should not be defined
The main purpose of this study was to investigate whether in-
unitarily as simply avoiding reality. Escapism encompasses a range
dividual differences in coping style moderate the relationship be-
of other motivations; including the management of unpleasant
tween escapism and negative gaming outcomes. The relationship
moods, unwanted impulses, and as a coping mechanism for
between escapism and negative gaming outcomes is well
L. Bowditch et al. / Computers in Human Behavior 86 (2018) 69e76 75

problems such as stress, aggression and anxiety. This study adds to study, previous research has pointed out that females report higher
the argument that there is not one simple, standalone definition of rates of escapist motivations than males (Billieux et al., 2013; Yee,
escapism and that individual differences in emotional expression 2006). Given that 41% of all gamers now identify as female
may play a further role in helping to define escapism more (Entertainment Software Association, 2016), an examination of
accurately. gender differencesdand of factors associated with the changing
In relation to the main moderation analyses, the engaged coping demographics of the video game industry more broadlydwould be
strategies of Problem Solving and Cognitive Restructuring were a good area for future research.
found to moderate the relationship between escapism and negative The focus of this research was on a specific MMORPG, WoW.
gaming outcomes. This finding suggests that problem-focused However, it should be noted that WoW is not the only MMORPG on
engagement coping strategies seem to protect individuals against the market. An up to date list of all MMORPGs available to play
the negative outcomes associated with gaming for escapism rea- compiled by MMOs.com (2017) suggesylesed that 1,103 MMORPG's
sons. Without these strategies for coping with stress, however, are currently playable. Revolving around a system of goals and
escapist gamers were more likely to experience negative gaming achievements, but also a reliance on social interaction (Ng &
outcomes. In Kardefelt-Winther’s (2014a) Model of Compensatory Wiemer-Hastings, 2005), the MMORPG as a genre has features
Internet Use, it was suggested that the risk of negative outcomes that sets it apart from other genres of video game. Although the
was higher in gamers who played to escape if this relationship was findings of this study are generalisable to other MMORPGs, they
preceded by psychosocial problems, i.e. stress and lower self- may not be generalisable to other genres of video game or to other
esteem. This study suggests that if the individual has a problem- forms of internet use more broadly. For future research, it is
focused coping style more generally, this risk of negative out- therefore important to better understand if individual coping styles
comes could be potentially reduced. Engaged emotion-focused might have different implications for the negative outcomes asso-
coping strategies, on the other hand, did not moderate the rela- ciated with types of games that are less reliant on social interaction,
tionship between escapism and negative gaming outcomes. A po- for example, and whether different types of copers are drawn to
tential explanation of this comes from Reinecke (2009), who certain games over others.
suggested that using emotion-focused engagement strategies alone
do not offer a solution to problems, but instead serves to facilitate 5. Conclusion
problem solving. For example, when an individual expresses their
emotions to cope with stress in their everyday life, but does not go In summary, this study demonstrated that having an engaged,
on to develop solutions to the problem, they may be more likely to problem-focused style of coping with everyday stressors was not
experience negative outcomes. Future work should aim to inves- only associated with fewer negative outcomes in relation to
tigate this relationship more closely. A worthy avenue of research escapism; it also seems to play a role in protecting individuals
would also be to examine the extent to which those who use only against negative gaming outcomes more generally. Previous work
engaged emotion-focused coping experience negative outcomes by Kardefelt-Winther (2014a) has indicated a necessity to investi-
associated with video gaming, in comparison to individuals who gate the relationship between motivation to play online video
use both emotion and problem-focused coping strategies in games and psychosocial well-being. This is the first study to show
everyday life. that individual differences in coping strategies significantly mod-
Only disengaged coping via Wishful Thinking (e.g. “I wished the erate this relationship. The implications of these findings may offer
situation had never started") moderated the relationship between new insight into the way we understand Internet Gaming Disorder,
negative gaming outcomes and escapism motivations to play. This and should be included as a key variable in future research in the
relationship was only significant for individuals that tended to use outcomes associated with online video gaming. Positive coping
this strategy at average and high levels. At lower levels, Wishful skills training, for example, could be used in conjunction with
Thinking (again, a problem-focused strategy) did not impact on the Cognitive Behaviour Therapy, a therapy which has already been
negative outcomes associated with playing WoW in order to escape applied as an intervention in the treatment of Internet Gaming
from stress in the real world. This suggests that only those that used Disorder symptoms. As research into Internet Gaming Disorder
Wishful Thinking coping strategies at a medium to high level, and increases due to its inclusion into the DSM-5 as a condition for
are motivated to play for escapism, experienced an increase in the further study (American Psychiatric Association, 2013), under-
negative gaming outcomes. Problem Avoidance, the other problem- standing the strategies that can reduce the potential impact of
focused disengaged coping strategy, did not play a moderating role; Internet Gaming Disorder, and potential interventions aimed at
however, it was significantly negatively correlated with escapism preventing it, are pivotal.
motivation and negative outcomes more broadly. Hagstro € m and
Kaldo (2014) suggested that the avoidance of negative experi-
Declaration of interest: none
ences in everyday life captured the concept of ‘negative’ escapism.
Given the significant correlations between the disengaged coping
This research did not receive any specific grant from funding
styles, escapism and negative outcomes, this study suggests that
agencies in the public, commercial, or not-for-profit sectors.
the strategies of Wishful Thinking, Self-Criticism and Social With-
drawal may also potentially contribute to this concept. Further
research is needed to explore these ideas. References
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