Table_2_Escaping through virtual gaming—what is the association with emotional, social, and mental health? A systematic review.XLSX
收藏NIAID Data Ecosystem2026-05-01 收录
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https://figshare.com/articles/dataset/Table_2_Escaping_through_virtual_gaming_what_is_the_association_with_emotional_social_and_mental_health_A_systematic_review_XLSX/24522238
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BackgroundThe realm of virtual games, video games, and e-sports has witnessed remarkable and substantial growth, captivating a diverse and global audience. However, some studies indicate that this surge is often linked to a desire to escape from real life, a phenomenon known as escapism. Much like substance abuse, escapism has been identified as a significant motivator, leading to adverse outcomes, including addiction. Therefore, it is crucial to comprehend the existing research on the connection between escapism and engagement in virtual gaming. This understanding can shed light on the reasons behind such practices and their potential impact on mental and public health.
PurposeThe objective of this systematic review is investigate the findings pertaining to association between escapism and the practice of virtual games, such as video-games and e-sport.
MethodsPUBMED and SCOPUS database were systematically searched. Six independent researchers screened articles for relevance. We extracted data regarding escapism-related measures, emotional/mental health-related measures and demographic information relevant to the review purpose.
ResultsThe search yielded 357 articles, 36 were included. Results showed that: (i) Escapist motivation (EM) is one of the main motives for playing virtual games; (ii) EM is related to negative clinical traits; (iii) EM predicts negative psychological/emotional/mental health outcomes; (iv) EM is associated with impaired/negative perception of the real-world life; (v) EM predicts non-adaptive real social life; and (vi) EM is associated with dysfunctional gaming practices in some cases. However, EM can have beneficial effects, fostering confidence, determination, a sense of belonging in virtual communities, and representation through avatars. Furthermore, the reviewed findings suggest that EM was positively linked to mitigating loneliness in anxious individuals and promoting social activities that preserved mental health among typical individuals during the pandemic.
ConclusionOur review reinforces the evidence linking EM in the context of virtual games to poor mental health and non-adaptive social behavior. The ensuing discussion explores the intricate connection between escapism and mental health, alongside examining the broad implications of virtual gaming practices on underlying motivations for escapism in the realms of social cognition, health promotion, and public health.
背景:虚拟游戏(virtual games)、电子游戏与电子竞技领域近年来呈现出显著且可观的增长态势,吸引了全球范围内多元化的受众群体。然而,已有研究表明,这一热潮往往与个体逃避现实生活的意愿相关,这一现象被称为逃避主义(escapism)。与物质滥用类似,逃避主义已被证实是一项重要的驱动因素,可引发包括成瘾在内的诸多不良后果。因此,系统梳理现有关于逃避主义与虚拟游戏参与行为之间关联的研究,至关重要。此类研究能够阐明此类行为背后的动因,及其对心理健康与公共卫生的潜在影响。
目的:本系统综述旨在梳理有关逃避主义与虚拟游戏参与行为(包括电子游戏与电子竞技)之间关联的研究成果。
方法:系统检索PUBMED与SCOPUS数据库,由6名独立研究人员对文献进行相关性筛查。我们提取了与本综述研究目的相关的逃避主义相关测评指标、情绪与心理健康相关测评指标,以及人口统计学信息。
结果:本次文献检索共获取357篇文献,经筛选最终纳入36篇。研究结果显示:(1)逃避动机(Escapist Motivation, EM)是虚拟游戏玩家的主要游戏动机之一;(2)逃避动机与消极临床特质存在显著关联;(3)逃避动机可预测消极的心理、情绪及心理健康结局;(4)逃避动机与个体对现实生活的消极、受损感知存在关联;(5)逃避动机可预测个体出现非适应性的现实社交行为;(6)在部分场景中,逃避动机与功能失调性游戏行为存在关联。不过,逃避动机亦可产生积极影响:例如可帮助玩家在虚拟社区中提升自信心、培养意志力、建立归属感,并通过虚拟化身实现自我表达。此外,纳入本综述的研究结果表明,在新冠疫情期间,逃避动机与焦虑人群的孤独感缓解呈正相关,同时可促进普通人群开展有助于维持心理健康的社交活动。
结论:本综述进一步证实了虚拟游戏场景中的逃避动机与不良心理健康及非适应性社交行为之间的关联。后续讨论将深入剖析逃避主义与心理健康之间的复杂关联,并梳理虚拟游戏行为对逃避主义核心动因在社会认知、健康促进及公共卫生领域的广泛影响。
创建时间:
2023-11-08



