Proceedings of the 17th International Conference on Humanities, Psychology and Social Sciences
Year: 2024
DOI:
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Experiencing Deep Immersion in Computer Games is Associated with Autotelic Engagement and Leads to Addiction
Mirosław Mikicina, Grzegorz Pawiński, Anna Ostrowska, Anna Mróz
ABSTRACT:
The main aim of this study was to explore the differences and relationships between immersion and autotelic engagement of problem gamers and esports players. Problematic gaming is becoming a growing social problem in highly developed societies. Identification of characterological risk factors for gaming addiction is an important step in preventing the development of addiction and prophylaxis of health. Research on addiction to computer games suggests that autotelic engagement in gamers allows them to experience deep immersion while playing, but also can cause one to lose control over game chigiene and lead to computer game addiction. Experimental group 1 (N = 29) of gaming addicts aged 19–25 years, experimental group 2 (N = 29) of esports players aged 19–25 years, control group (N = 29) of students aged 19–25 years. The respondents completed 3 questionnaires: The FLOW Engagement Questionnaire, the Immersiveness of Games Questionnaire (ING), and the NEO-FFI personality inventory. To a greater extent than esports players, problem gamers experienced while playing: interaction with the virtual environment, a sense of control, a balance between ability level and challenge, clear goals, focus on the current task, autotelic experience, and higher levels of agreeableness, while they experienced awareness of the real world to the least extent. Associations between autotelic experience and interaction with the virtual environment (r = 0.699) and sense of control (r = 0.899) revealed the vulnerability of players with autotelic engagement to gaming addiction. Autotelic engagement may be a direct facilitator of experiencing deep immersion leading to computer game addiction.
keywords: addiction prevention; autotelic experience; esport players; problematic gaming; virtual environment