MMORPG Escapism Predicts Decreased Well

CYBERPSYCHOLOGY, BEHAVIOR, AND SOCIAL NETWORKING
Volume X, Number X, 2014
ª Mary Ann Liebert, Inc.
DOI: 10.1089/cyber.2013.0595
ORIGINAL ARTICLE
MMORPG Escapism Predicts Decreased Well-Being:
Examination of Gaming Time, Game Realism Beliefs,
and Online Social Support for Offline Problems
_
Lukasz D. Kaczmarek, PhD and Dariusz Dra˛zkowski,
MA
Abstract
Massively multiplayer online role-playing game (MMORPG) escapists are individuals who indulge in the
MMORPG environment to avoid real world problems. Though a relationship between escapism and deteriorated well-being has been established, little is known about particular pathways that mediate this relationship. In
the current study, we examined this topic by testing an integrative model of MMORPG escapism, which
includes game realism beliefs, gaming time, offline social support, and online social support for offline
problems. MMORPG players (N = 1,056) completed measures of escapist motivation, game realism beliefs,
social support, well-being, and reported gaming time. The tested structural equation model had a good fit to the
data. We found that individuals with escapist motivation endorsed stronger game realism beliefs and spent more
time playing MMORPGs, which, in turn, increased online support but decreased offline social support. Wellbeing was favorably affected by both online and offline social support, although offline social support had a
stronger effect. The higher availability of online social support for offline problems did not compensate for the
lower availability of offline support among MMORPG escapists. Understanding the psychological factors
related to depletion of social resources in MMORPG players can help optimize MMORPGs as leisure activities.
of self-worth.11,12 Socially supported individuals believe that
they are cared for, esteemed, and valued as part of a network
of communication and mutual assistance.13 The study of the
social environments of MMORPG players has contributed to
a better understanding of the structural dimensions of social
support. It has led to the observation that other gamers can
act as potentially supportive agents besides traditional providers of support (spouses/partners, friends, caregivers, etc.).9
However, researchers have not examined the efficacy of
online social support specifically for the type of problems
faced by escapists (i.e., issues in the real world from which
they are trying to escape). Indeed, previous studies have
mostly solicited information on general online support,
which mixes support for real world and in-game problems,
for example interplayer aggression, frustration with character development, account hacking, and so on.9,14 By
separating real world and in-game problems and asking
about online support for real world difficulties, we can explicitly show whether other players are instrumental in
helping to resolve those problems that primarily undermined
MMORPG escapists’ well-being.
Introduction
S
ome individuals enter the worlds of massively
multiplayer online role-playing games (MMORPGs)
seeking growth opportunities such as the pursuit of achievements, leadership, or establishing new social relationships.
Others play these games to avoid real world problems, such as
academic or work difficulties1—a strategy termed ‘‘escapism.’’2,3 MMORPG escapism can be considered a particular
case of avoidant coping, which is aimed at dealing with the
stressor by escaping the threat or related emotions.4
Escapism is the most robust single predictor of decreased
well-being among MMORPG players.5,6 To date, research
on the mechanisms accounting for the detrimental effects of
MMORPG escapism has been mostly concerned with specific factors that are analyzed separately.7–9 In the present
study, we focus on several potential mediators (gaming
time,7 perceived game realism,8 and social support9) that
could be integrated into a single explanatory model.
Online social support for offline problems
The negative outcomes of escapism may be mediated by
one’s level of social support, that is, the available resources
used in the process of coping with stress.10 Perceived
availability of support is one of the most proximal precursors
of well-being, as it enhances positive emotions and feelings
Game reality beliefs
Although MMORPGs are often designed to replicate the
look and feel of the real world, little is known about how
Institute of Psychology, Adam Mickiewicz University, Poznan, Poland.
1
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KACZMAREK AND DRA
˛ ZKOWSKI
2
players actually perceive the realism of MMORPG worlds,
or how these beliefs relate to escapism, social support, and
well-being. In general, perceived realism is one of the least
studied aspects of gaming.8 There are, however, concepts
within the domain of virtual reality15 and simulator ergonomics16 that suggest how MMORPGs might facilitate realistic experiences. For instance, besides visual fidelity,17
MMORPGs can promote the experience of being present in a
virtual environment by providing an engaging background
story18 or opportunities to communicate and cooperate with
other individuals.19
Escapism is a motivational facet of immersion in the
MMORPG environment—a concept related to perceived
realism.2 Thus, escapists may be more likely to perceive the
MMORPG environment as realistic. Furthermore, as social
realism is a component of overall game realism,20 we might
expect that individuals who perceive an MMORPG world as
unrealistic are less likely to build real social bonds with other
players.
Gaming time
Escapism in MMORPGs is related to a larger time investment in the game, and excessive gaming time is a robust
predictor of MMORPG-related problems.7,21 MMORPG
players with excessively long gaming times report lower
levels of offline social support and decreased well-being.9,22
These findings suggest that gaming time might mediate the
effect of escapism on the social support and well-being of
MMORPG players.
The current study
The aim of the current study was to create an integrative
framework to observe cognitive (realism beliefs) and behavioral (gaming time) pathways between escapism, social
support, and well-being. Furthermore, to account for the
specificity of escapism, we performed a more detailed
analysis of offline and online social support, with exclusive
focus on online social support for real world problems. We
expected that, being motivated to isolate themselves from
everyday life, escapists are more likely to fortify their ingame bonds at the cost of their offline relationships.23 Consequently, MMORPG escapists are likely to have fewer
offline and more online support for real world problems. We
also expected that the extent to which individuals perceive
the MMORPG world as realistic and the amount of time they
devote to playing facilitates online support and decreases the
desirability of offline social support. Finally, we hypothesized that online and offline support would have independent
effects on the well-being of MMORPG players.
Method
v2(3171) = 3205.02, p = 0.33, and were imputed using the
Expectation–Maximization algorithm25 in SPSS v21 (IBM
Corp., Armonk, NY). Informed consent was obtained from
each participant, and minors were requested to obtain parental consent.
Measures
Well-being. We used the Steen Happiness Index26 to
measure participant pleasure, engagement, and meaning.
This scale consists of 20 items and requires participants to
read a series of statements and pick the one that best describes their feelings during the past week. Response choices
range from 1 = ‘‘I dislike my daily routine’’ to 5 = ‘‘I enjoy
my daily routine so much that I almost never take breaks
from it’’ (a = 0.90).
Escapism. We used two items from the Motivations of
Play in MMORPGs Scale1 to measure escapist motives
among players: ‘‘I play so I can avoid thinking about some of
my real life problems or worries’’ and ‘‘I play to escape from
the real world.’’ Participants answered on a 5-point scale
ranging from 1 = ‘‘strongly disagree’’ to 5 = ‘‘strongly agree’’
(a = 0.72).
Perceived game realism. We measured perceived game
realism with four items that asked participants about
the extent to which they viewed the MMORPG environment
as realistic. Participants were asked to respond to the statements using a 7-point scale ranging from 1 = ‘‘strongly disagree’’ to 7 = ‘‘strongly agree’’, for example ‘‘I perceive the
MMORPG environment as a direct reality,’’ ‘‘The MMORPG
world is real’’ (a = 0.78).
Gaming time. Our measure of gaming time reflects the
average time spent within the MMORPG environment.
Participants reported the number of hours spent on gaming
for each day of the week separately (a = 0.94).
Offline and online social support for real world problems. Social support was measured with eight items from
the Berlin Social Support Scales that assess instrumental and
emotional social support.27 To measure offline support,
participants were instructed to think about people they know
offline, not in the MMORPG, and answer items such as
‘‘There are people who offer me help when I need it.’’ To
account for the central theme of escapism (escaping from
real world problems), participants reported their online
support for offline problems, for example ‘‘When I am
worried, there is someone in the game who helps me.’’
Participants responded to these items on a 4-point scale
ranging from 1 = ‘‘strongly disagree’’ to 4 = ‘‘strongly
agree’’ (a = 0.92).
Participants
This study involved 1,053 gamers (93.3% male) between
the ages of 12 and 49 years (M = 18.64, SD = 5.12) recruited
from MMORPG message boards. The participants played
World of Warcraft (30.9%), Tibia, (11.1%), Lineage 2
(10.4%), Eve Online (6.16%), Guild Wars (5.49%), Silkroad
Online (5.49%), Maple Story (2.75%), MU Online (2.65%),
and Warhammer Online (1.89%). Missing data (1.3%) were
determined to be random via Little’s24 chi-square test,
Analytical strategy
We used structural equation modeling with maximum
likelihood estimator to determine whether escapism affected
player well-being and if this effect was mediated by gaming
time, perceived game realism, and online support for offline
problems. To create a measurement model, we used composite indicators from individual items of well-being (three
parcels), gaming time (three parcels), and social support
WHY MMORPG ESCAPISM PREDICTS DECREASED WELL-BEING
3
Table 1. Descriptive Statistics and Intercorrelations Among Study Variables
1. Escapism
2. Well-being
3. Time (hours/day)
4. Realism
5. Offline social support
6. Online social support
7. Age
8. Sex
M
SD
1
2
3
4
5
6
7
- 0.30**
0.19**
0.23**
- 0.25**
0.15**
- 0.05
- 0.02
4.20
2.22
- 0.12**
- 0.08**
0.50**
0.17**
0.05
- 0.03
58.21
12.39
0.14**
- 0.15**
0.12**
- 0.03
0.04
4.02
2.34
- 0.15**
0.19**
- 0.03
- 0.03
6.48
3.25
0.26**
0.01
- 0.04
23.70
6.07
- 0.10**
- 0.11**
15.62
6.11
0.01
18.64
5.11
Sex coded as 0 = women, 1 = men. *p < 0.05; **p < 0.01; ***p < 0.001.
(four parcels).28 To evaluate the model fit, we calculated the
Tucker–Lewis index (TLI), comparative fit index (CFI), and
root mean squared error of approximation (RMSEA). TLI
and CFI > 0.95 and RMSEA < 0.06 indicate a good fit between the hypothesized model and observed data.29 The residual variance of online and offline social support was left free
to correlate with each other to account for a common method
variance. We tested indirect effects using bias-corrected
bootstrapping with 10,000 bootstrap samples. Bootstrapping
produces point estimates and confidence intervals (CI) for the
indirect effects. Significant indirect effects are indicated by CIs
that do not include zero. We tested indirect effects with a single
mediator (e.g., escapism predicts well-being via offline social
support) and with two mediating variables operating sequentially (e.g., escapism predicts well-being via perceived realism
and offline social support). Structural equation modeling was
performed with mPlus v7.12.30
0.03, 95% CI [0.02, 0.04], CFI = 0.99, TLI = 0.99. As hypothesized, there was a significant total indirect effect of escapism
on well-being, which was mediated by gaming time, reality
beliefs, online social support, and offline social support, b =
- 0.11, 99% CI [ - 0.166, - 0.046]. This total indirect effect
consisted of five specific indirect effects. Reduced well-being
was mediated by poor offline social support, b = - 0.110, 99%
CI [ - 0.161, - 0.058], and the path through gaming time and
offline social support, b = - 0.009, 95% CI [ - 0.017, - 0.002].
Furthermore, the escapism enhanced well-being through online
social support, b = 0.015, 95% CI [0.002, 0.029], and the path
through gaming time and online social support, b = 0.002, 95%
CI [0.001, 0.004], as well as the path through reality beliefs and
online social support, b = 0.005, 95% CI [0.001, 0.010]. In sum,
these indirect facilitating and inhibiting effects, together with
the direct effect, b = - 0.274, 99% CI [ - 0.370, - 0.178],
suggest that escapism is detrimental to player well-being, b =
- 0.380, 99% CI [ - 0.476, - 0.284].
Results
Descriptive statistics and intercorrelations between study
variables are presented in Table 1. The structural model is
presented in Figure 1. According to the fit indices, the model
fit the empirical data well, v2(92) = 195.31, p < 0.01, RMSEA =
Discussion
This study demonstrated the specific pathways through
which escapist motivations undermine the well-being of
MMORPG players through depletion of offline social support.
FIG. 1. A structural model
of pathways between escapism and well-being.
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KACZMAREK AND DRA
˛ ZKOWSKI
4
The main contribution of the present study to the literature is
our investigation of gaming time, beliefs about game realism, and social support that mediated this relationship.
We found that escapism predicted more time spent within
the virtual environment and a stronger belief that the
MMORPG environment is as realistic as the real world.
This finding adds to the emerging literature on perceived
realism of MMORPGs8,20 and corresponds with telepresence as a related construct.19,31 Most importantly, it
indicates that perceived realism can be related to a specific
motivational factor in addition to the characteristics of the
game per se.
Our study also revealed more about structural dimensions
of social support,9,12 as we asked players about their online
and offline supportive social interactions. We found that
escapism, gaming time, and realism beliefs independently
predicted lower offline social support, a resource known to
facilitate well-being.11,32 Additionally, we found compensatory processes. Individuals who spent more time playing
and who perceived the MMORPG environment to be realistic were more likely to report greater support from other
players for their offline problems. The results of this part of
our study indicate how the overall structure of social support
among players can be predicted by MMORPG-related motivations (escapism), cognitions (game realism beliefs), and
behaviors (gaming time).
To account for the central problem in escapism (i.e.,
avoiding resolution of real world problems), we examined a
specific aspect of social support by asking participants how
other gamers support them in coping with their offline problems. Availability of support from other players was comforting, as indicated by the positive association between online
social support and well-being. Unlike prior research,9 the effect of online social support was still significant after controlling for offline social support. This shows that online social
support can facilitate, to some extent, coping with everyday
problems independently from the effects of offline social
support. It is important to note that this effect could be different
if we asked about online support for coping with offline and
online difficulties.5 In-game problems can generate a considerable amount of online supportive interactions that were
purposefully omitted in our measure of online social support.
Online support did not compensate for a lower availability of social supports in the real world. Consequently,
MMORPG escapists reported fewer overall social ties to help
maintain their well-being. Instead of social augmentation33
or compensation,34,35 MMORPG players who fixated on
relationships with other gamers at the cost of their offline
social ties were more likely to experience a deterioration36 in
well-being.
The following limitations should be considered when interpreting our findings. First, our sample was comprised mostly
of young males. Therefore, we cannot determine whether this
model generalizes to other age groups or to female gamers.
Second, despite the close fit of our model to the empirical
data, additional predictors of well-being and social support
among MMORPG escapists might have been introduced into
the model. Further studies could account for the differences
between particular games or for the developmental perspective because specific causes for escapist motivations are
likely to depend on age.37 Third, though structural equation
modeling allows for interpretation of causal effects,38 only
further experimental designs can provide direct evidence for
validity of the model.
The current study may have practical implications. It recently has been suggested that measures of escapism might
be used to screen for Internet addiction among MMORPG
players.6 Additionally, our model suggests pathways that
might optimize involvement in MMORPGs as healthy leisure activities. Reducing gaming time and inhibiting excessive beliefs about MMORPG realism may be protective for
gamers displaying symptoms of escapism. Furthermore,
MMORPG users should become more aware of the scientific
evidence that their in-game relationships cannot serve as
complete substitutes for real world support.39
The strength of the present study lies in its integrative
structural design, which allowed us to observe paths and indirect effects between constructs that were previously studied
separately. Our model suggests that scientific knowledge
about risk in MMORPGs is cumulative, replicable, and allows
for further meaningful differentiations within broader concepts (e.g., distinguishing online support for offline problems).
By understanding psychological and resource factors that
determine well-being among MMORPG players, it becomes
increasingly possible to optimize MMORPG usage.
Acknowledgment
The authors thank Roman Cieślak for his helpful statistical
comments.
Author Disclosure Statement
No competing financial interests exist.
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Address correspondence to:
Dr. Lukasz D. Kaczmarek
Institute of Psychology
Adam Mickiewicz University
89 Szamarzewskiego Street
PL-60-568, Poznan
Poland
E-mail: [email protected]