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Dissociation in Problematic Gaming: a Systematic Review

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DOI:10.1007/s40429-019-0237-z

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Dissociation in problematic gaming: A systematic review

Fanny Guglielmucci 1, Massimiliano Monti 1, Isabella G. Franzoi 1, Gianluca Santoro 2,

Antonella Granieri 1, Joel Billieux 3, Adriano Schimmenti 2

1 Department of Psychology, University of Turin, Italy

2 Faculty of Human and Social Sciences, UKE - Kore University of Enna, Italy

3 Addictive and Compulsive Behaviours Lab. Institute for Health and Behaviour. University

of Luxembourg, Esch-sur-Alzette, Luxembourg

Correspondence concerning this article should be addressed to Dr. Fanny

Guglielmucci, Department of Psychology, University of Turin, via Po 14, 10123 Turin, Italy

(e-mail: fanny.guglielmucci@unito.it); or to Prof. Adriano Schimmenti, Faculty of Human

and Social Sciences, UKE - Kore University of Enna, Cittadella Universitaria 94100, R6,

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Abstract

Purpose of Review. The present article consists of a systematic review of recent (2007–

2018) empirical studies addressing the relationship between problematic gaming and dissociation. Nineteen peer-reviewed empirical studies that examined the relationship between problematic gaming and dissociation were identified.

Recent Findings. The findings suggest that excessive video game use is linked to a

variety of dissociative phenomena (e.g. depersonalisation experiences, escapism, psychotic-like experiences, game transfer phenomena).

Summary. Dissociative experiences are associated with problematic gaming. The

findings support the hypothesis that problematic video game use can represent a maladaptive coping strategy on which people can rely to escape from disturbing mental states, adverse emotions or real-life problems. In these circumstances, dissociative symptoms might represent the side effects of an alteration in consciousness that is generated by excessive video game use. However, further research (especially experimental and longitudinal) is required in order to establish a potential causal link between problematic gaming patterns and dissociation.

Keywords: problematic gaming, gaming disorder, dissociation, depersonalisation, escapism, psychotic-like experiences, game transfer phenomena

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Dissociation in problematic gaming: A systematic review

Introduction

Literature findings point out that the numerous services and applications provided by

the Internet may have addictive properties that could negatively influence individual

well-being [1–5]. In particular, problematic gaming has become a topic of public attention for its

potentially negative impact on health, which led to the inclusion of Internet Gaming Disorder

(IGD) in Section III (conditions for further studies) of the Diagnostic and Statistical Manual

of Mental Disorders, Fifth Edition (DSM-5) [6]. The criteria for this proposed diagnosis

include: (1) preoccupation or obsession with Internet games; (2) withdrawal symptoms when

not playing Internet games; (3) an increased need for time spent playing; (4) failed attempts

to stop playing; (5) a loss of interest in other life activities; (6) continued overuse despite the negative impact on the individual’s life ; (7) lies about Internet usage; (8) use of gaming as a way to relieve anxiety, guilt or to escape problems; (9) lost opportunities or relationships

because of Internet games.

In the last few years, despite the increasing use of DSM-5 IGD criteria (e.g. in the

framework of epidemiological studies), the validity and clinical relevance of this diagnosis

has been criticised [7–11], mainly because these criteria result from a confirmatory approach

that consists of recycling substance use disorder criteria and applying them to video gaming

[12–14]. Typical consequences of such an approach include (1) no consideration of

alternative etiological models (e.g. obsessive-compulsive disorder, impulse-control disorder,

dissociative disorder, or maladaptive coping), (2) an excessive focus on symptomatic

similarities with substance use disorders and neglect of the unique features of video games,

(3) the confusion between high but non-problematic involvement in video games and

pathological (or addictive) use of video games, or (4) the claim that addiction treatment

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(GD) was included in the section on ‘Disorders due to substance use or addictive behaviours’

in the 11th revision of the International Classification of Diseases (11) [20]. In the

ICD-11, GD is defined as a pathological pattern of gaming characterised by (1) impaired control,

(2) increasing priority given to gaming to the extent that gaming takes precedence over other

life interests and daily activities, and (3) continuation or escalation of gaming despite

negative consequences. Furthermore, to be considered as GD, the gaming pattern must be

clearly linked with distress or significant functional impairment [21].

Beyond theoretical controversies and ideological debates, a robust corpus of data

supports the proposition that excessive gaming is associated with negative effects across

multiple domains of functioning [22–26]. For instance, it has been observed that excessive

Internet gamers display symptoms that include obsessive thoughts and cravings regarding the

game [27, 28], loss of interests outside gaming, social isolation [29–32], psychological

discomfort and withdrawal when they have to reduce gaming activities, and distress

connected to their intense and recurring online activities [33].

An aspect of online games that is commonly reported by players is a deep and

absorbed state of consciousness, in which they immerse themselves in the virtual world and

project dimensions of themselves onto their in-game characters [32, 34, 35]. These

experiences can sometimes be regarded as genuine dissociative states, which are generally defined as ‘a disruption in the usually integrated functions of consciousness, memory, identity, and perception and environment’ (p. 477) [36]. Dissociative symptoms (such as experiences of amnesia, depersonalisation, derealisation or detachment), while commonly

reported in the general population, may overlap with other psychiatric symptoms [37], and

seem to have a negative influence on treatment outcomes in several psychiatric disorders

[38]. Dissociation is a normal process of the mind that allows individuals to protect

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processing, through a temporarily disengagement from reality and a compartmentalization of

behaviors, feelings, thoughts, and memories related to the distressing experiences. However, when dissociation is excessively activated and relied upon as the individual’s primary response to stress, it can obstruct the cognitive and affective processing of information and their integration into the individual’s biobehavioral states, which increases the risk for psychopathology [39]. Accordingly, research shows that dissociation scores are increased in

psychiatric populations, with meta-analytic findings supporting the view that prominent

dissociative symptoms are present in dissociative disorders, posttraumatic stress disorder,

borderline personality disorder, conversion disorder, somatic symptom disorder,

substance-related and addictive disorders, feeding and eating disorders, anxiety disorder, schizophrenia,

obsessive-compulsive disorder, and depression [40].

However, when considering video game use, alterations in the state of consciousness

seem to be linked to both positive and negative outcomes. In fact, while some players may

find relief from stress through immersion and absorption into the game, others lose control,

turning video gaming into a problematic behaviour where the game itself may become a

source of stress [19, 41].

From a clinical and theoretical perspective, the link between problematic online

gaming and dissociation could be reinforced by the fact that virtual worlds may become

places where unintegrated mental states can be represented and expressed [42]. Indeed, new

technologies allow individuals to experience aspects of their personality that are difficult to

access voluntarily in real life [43], coupled with the guarantee of anonymity and the total

control over technological tools [44]. Thus, virtual worlds can be used to withdraw into areas

of the mind populated by ideas that are poorly aligned with reality [42]. It has thus been

suggested that excessive absorption in Internet-mediated activities can be a convenient but

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of dissociation is susceptible to result in a vicious circle where immersion in the virtual world

may foster or reinforce psychopathology [42, 45–47].

Despite the importance of these immersive states in virtual worlds, there seems to be a

lack of research regarding the relationship between dissociation and problematic gaming. In

this paper, we present a systematic review of empirical studies that have explored this link in

the last 10 years. Since online gaming has gained specific attention relatively recently, we

chose to include only articles published after 2007, to examine findings that are consistently

related to contemporary gaming practices.

Method

Search strategies

A systematic three-step research strategy was used (for a similar approach, see

Gervasi et al. [48]). In the first step, and in order to identify relevant studies, we used a combination of the keywords dissociat* AND (“internet gaming disorder” OR “video*game addict*” OR “compulsive gaming” OR “problematic gaming” OR “compulsive gamer*” OR “problematic gamer*”). Research first included studies published between January 2007 and December 2017. In mid-October 2018 we ran the same query with a different time frame

(January 2018–October 2018), to check if relevant literature on the topic has been published

in the last year.

Studies were identified by searching the following databases: Scopus, Web of

Science, MEDLINE/PubMed, ProQuest Psychology Journals, ScienceDirect Journals, Taylor

& Francis Online Journals, SpringerLink, SAGE Journals, Directory of Open Access Journals

and Oxford Journals. In the second step, the previous databases were interrogated by using

the names of the authors of all the articles selected in the first step. In the final step,

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retrieved by the automatic literature search. Any discrepancy regarding the

inclusion/exclusion of articles was discussed among the research group until an agreement

was reached. Article eligibility was independently evaluated by four of the authors [MM,

IGF, FG, GS]. In case of disagreement, two senior judges were consulted [AS and JB].

Selection criteria

The systematic review was conducted in accordance with the PRISMA (Preferred

Reporting Items for Systematic Reviews and Meta-Analyses) guidelines for search,

systematisation, and report of systematic reviews [49]. Because of the paucity of studies

focusing on the selected topic, we also chose to include qualitative studies. Progressive exclusion was performed by reading the title, the abstract and, finally, the full text.

Inclusion criteria were:

1. publications within the given time interval (January 2007–December 2017;

January 2018–October 2018);

2. articles in English;

3. studies published in peer-reviewed journals;

4. articles focusing on dissociation associated with problematic video game use.

Exclusion criteria were:

1. studies not reporting original results (reviews, letters, editorials and comments);

2. case studies;

3. dissertations;

4. studies exclusively focused on motives for Internet gaming;

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6. studies conducted on other types of online activities (e.g. online gambling,

online sexual activities) or on generalised problematic Internet use (not related

to a specific activity).

The electronic databases search initially identified 1,694 records. Following the procedure

presented in the flow chart (Table 1), 19 articles resulting from electronic and manual

literature searches underwent close scrutiny, data extraction, and qualitative analysis.

[Insert Figure 1]

Data analysis

Data analysis was carried out by considering the aims of the studies, the

methodologies employed and the results. Coded data included author(s) of the article, year of

publication, sample characteristics (age, gender, and country), problematic gaming and

dissociation measures, and the main findings of the study.

Results

Articles were classified into four categories according to their focus: dissociative

experiences, escapism, psychotic-like experiences and bodily alteration, and game transfer

phenomena. Table 1 summarises the results of the review. In the following sections, which

summarise the main findings of the studies retained, we will not systematically specify which

instruments are used to measure dissociation and problem gaming symptoms. The interested

reader can find this information in Table 1.

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Dissociative experiences

Dissociation ‘may involve a disruption of and/or a discontinuity in the normal integration of consciousness, memory, identity, emotion, perception, body representation, motor control, and behavior’ (p. 291) [6]. Importantly, dissociative experiences can relate to normal developmental processes such as identity exploration and identity achievement during

adolescence and young adulthood, but they might also represent indicators of a deep failure

to bind together the state-dependent aspect of an individual self in a coherent way [50].

Schimmenti et al. [51] performed a two-step Internet-based survey on 250 online multiplayer

gamers, and they selected a sub-sample of 36 pathological gamers on the basis of their high

Internet addiction scores. This sub-sample obtained elevated scores on a dissociation scale,

comparable with those obtained in clinical samples. A large majority of the participants who

screened positive for problematic gaming showed insecure (44.4%) and

unresolved/disorganised (47.2%) states of mind concerning their attachment experiences

during childhood. Moreover, gamers with unresolved/disorganised states of mind regarding

attachment reported the highest Internet addiction scores. In this study, dissociation totally

mediated the relationship between attachment disorganisation and Internet addiction among

gamers, supporting the view that dissociation is a key variable in linking attachment problems

with problematic gaming. Dissociation scores were directly and strongly associated with

Internet addiction scores, and a significant association between the most severe conditions of

pathological gaming and pathological dissociation was found. Likewise, De Pasquale et al.

[52] investigated the prevalence of IGD symptoms and its association with dissociative

experiences in a sample of 221 Italian college students. They found a significantly higher

prevalence of dissociative experiences in young men than in young women. Strikingly, many

college-aged men displayed clinically relevant symptoms of dissociation. Furthermore, the

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specific dissociative experiences, such as depersonalisation and derealisation, absorption and

imaginative involvement, and passive influence.

Snodgrass and colleagues [53] examined the effects of dissociative experiences on

players of World of Warcraft via analysis of interviews and survey data. These authors found

that 30% of respondents reported that they became so absorbed in the game while playing

that they were always or often unaware of events happening around them in the actual world.

Losing track of the passage of time while playing online was also common, occurring at least

sometimes to nearly two-thirds of the sample. Although such experiences of absorption could

be considered mainly as reflecting a non-problematic flow state, further analysis showed that

this kind of dissociation was strongly associated with gaming addiction symptoms.

Floros et al. [54] found that image-distortion defence styles, described as ‘the splitting of the image of self and others into good and bad’ (p. 3), which may represent a feature of the identity alteration process observed in dissociative disorders, mediated the relationship

between personality and Internet addiction symptoms among gamers.

Similar to some dissociative experiences of absorption previously described, cognitive absorption is defined as ‘a state of deep involvement with software’ [55]. Cognitive

absorption can manifest itself through temporal dissociation, focused immersion, heightened

enjoyment, control and curiosity [55]. Through surveys of individuals involved in playing

World of Warcraft or Second Life, Barnes and Pressey [56] found that individuals with high

levels of cognitive absorption in goal-oriented virtual worlds showed significantly higher

symptoms of gaming addiction than users of experience-oriented virtual worlds.

Escapism

Escapism, defined as the fact of playing to avoid thinking about real-life problems

[35], is a robust predictor of problem online gaming [57–60]. Ballabio et al. [61] found that

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associated with problematic online gaming. The connection between escapism and

problematic gaming seems to be particularly strong among players of massively multiplayer

online role-playing games (MMORPG) [62, 63]. This likely depends on the fact that most

existing research was conducted on this genre, and that less evidence is available regarding

more popular game genres available nowadays, such as multiplayer online battle arenas

(MOBA) or first-person shooters (FPS). Király et al. [63] found that escapism significantly

mediated the relationship between psychiatric symptoms and problematic gaming in a large

sample of online gamers, as well as identifying higher levels of escapism in women. Caplan

et al. [64] considered a broader immersion construct (including escapism, according to the

Yee model [35]) and found that it was a significant predictor of problematic Internet use

among massively multiplayer online game players, after controlling for the influences of age,

Internet usage patterns, and general well-being.

Thus, recent studies emphasised that among gaming motives, escapism was a strong

mediator between psychiatric distress and problematic online gaming [61, 63]. Escapism was

also found to be an important predictor of the intention to play online games [59]. This

relationship was found to be increased among individuals characterised by an external locus

of control [65]. Eventually, Zsila et al. [66] also identified escapism as a predictor of

problematic involvement in an augmented-reality-based game (Pokémon Go).

Psychotic-like experiences and bodily alteration

Psychotic-like experiences (PLEs), that is, subclinical psychotic experiences

involving magical thinking, delusional ideation and hallucination proneness [67], have also

been linked to problematic gaming. Vadlin and colleagues [68] investigated the associations

between problematic gaming and psychiatric symptoms in community and psychiatric

samples. They found that 13.3% of problematic gamers in the community sample and 19.2%

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however, did not find an increased probability of problematic gaming in participants with

PLE symptoms.

In a recent study of 432 adolescents, Guglielmucci et al. [69] performed a cluster

analysis on item scores of an Internet addiction measure, and they identified three clusters of

Internet users with different personality profiles. The third cluster, which included

adolescents with higher scores on the measure, was labelled as ‘at risk for problematic Internet use’ and was characterised by online gaming as a preferred online experience, emotional alienation and bizarre sensory experiences. Participants in this cluster were

described as characterised by ego immaturity and difficulty discriminating between online

games and reality (i.e. poor reality testing). Accordingly, they interpreted this cluster as including adolescents at increased risk to ‘escape’ into the virtual world, because these adolescents might experience the game as a safer place than reality in which to test

developing personality features and to live experiences that they lack in the real world [70,

71].

Game Transfer Phenomena

Coined by Ortiz de Gortari [72], the term ‘Game Transfer Phenomena’ (GTP) describes altered sensory perception, mental processes, and behaviour transfer from the

virtual world to real life. Ortiz de Gortari and Griffiths [73], via classification and analysis of 1,022 gamers’ reports on their gaming experiences, investigated the influence of video games on players’ mental processes and behaviour after playing. In a very few cases (n = 12), gamers experienced sensations of derealisation and depersonalisation triggered by external

cues associated with the video game. In another qualitative study, Ortiz de Gortari and

Griffiths [74] reported an increased level of altered body perception in their sample (72.7%).

The most prevalent type of altered body perception was feeling body movement after playing,

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Altered perception of time, feeling the body as different after playing a video game, and

feeling tactile sensations associated with a video game occurred in about the half of the cases.

Discussion

This systematic review investigated the link between problematic gaming and

dissociation. Studies were moderately consistent in reporting a positive relationship between

problematic gaming and dissociative experiences [51–55]. Gamers in the various samples

frequently described states of total absorption in the game, to the point of losing track of time.

In the context of problematic gaming, then, it seems that extreme absorption and narrowing

of consciousness are critical features that foster excessive involvement in gaming. This

extreme involvement has been variously described in the clinical literature, but it often

presents itself in the form of trance-like states, to the point that some scholars have described

such an experience as a video-terminal dissociative trance [45]. Also, the origins of extreme

absorption in gaming have been often identified as unprocessed traumatic experiences that

lead the individual to use the Internet and video games as a way to cope with a distressing

internal experience [42, 51]. Cognitive absorption can manifest itself through temporal

dissociation, focused immersion, heightened enjoyment, control and curiosity [55]. High

levels of cognitive absorption tend to correspond to higher addiction levels [56]. The findings

on cognitive absorption can be interpreted within the wider context of dissociative absorption

and escapist motives to play. More precisely, excessive immersion in the virtual world

reflected by the construct of cognitive absorption might play a pivotal role in the

development of problematic gaming, especially for people who use video games as a

preferred way to cope with particularly distressing internal experiences and negative affect

states [64, 75]. Experimental research shows indeed that people with problematic Internet use

may have a specific difficulty in processing negative stimuli [76], and that problematic

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[41]. This is consistent with theoretical insights from seminal case studies in problematic

gaming, which suggested that dissociative states in this context might serve a protective

purpose, and specifically that an excessive involvement in video games may protect the

individual from unbearable states of mind related to traumatic or otherwise overwhelming

experiences that damage his or her sense of safety and security [42].

Regarding escapism, the findings in literature are quite consistent, showing a higher

prevalence of escapism among problematic gamers, as well as a predictive link between

escapism and maladaptive gaming [57–59]. Furthermore, a strong link between psychiatric

distress and problematic gaming was found [61, 63]. Research findings seem to support the

idea that the escapism construct lies along a continuum that goes from relaxation to severe

dissociation, as suggested by recent literature [41].

Vadlin et al. [68] also found a relatively high prevalence of problematic gamers who

reported psychotic-like experiences. Likewise, Guglielmucci and colleagues [69] identified a

cluster of adolescents characterised by ego immaturity and difficulty in discriminating

between online games and reality. However, adolescents with psychotic-like experiences did not show a higher probability of problematic gaming in Vladin et al.’s research. These findings may reflect the partial overlapping between psychotic symptoms and severe

dissociative experiences [77], suggesting a need for research to better discriminate between

psychotic-like experiences and dissociation in order to improve prevention programs for

problematic gaming and to develop targeted, person-centered clinical interventions.

Game Transfer Phenomena, described as altered sensory perception, mental

processes, and behaviour transfer from the video game world to real-life contexts [72], also

seem to be linked to problematic gaming. In their study, Ortiz de Gortari and Griffiths [74]

found that a high prevalence of gamers experienced GTP at some point. This might be

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alteration of mental and behavioural functioning may occur in the individual at extreme

levels of absorption into the game, due to an alteration in cognitive and affective processing

of information linked to the excessive gaming and a consequent translation of gaming

experience to real life.

Overall, the findings support the hypothesis that an overuse of video games can be

conceptualised as a maladaptive coping strategy on which people might rely in order to

escape from distressing experiences and problems experienced in the real world [8, 13, 15,

52, 60, 62, 68]. In this context, problematic gaming can emerge as a consequence of

underlying problems with the processing of distressing events and internal experiences that

may, in some cases, foster dissociative mechanisms of extreme absorption, depersonalisation,

and derealisation. Accordingly, extreme absorption into gaming, mental confusion involved

in psychotic-like experiences after playing games, and excessive involvement in gaming

more generally, might represent an escape from real life with its problems and difficulties

[78]. Thus, it is possible that sometimes dissociation represents the desired yet unrecognised

effect of excessive gaming, and is actively sought by gamers because it allows them to

temporarily protect themselves from disturbing mental states [42].

Another fundamental aspect of gaming that can facilitate the development of

dissociative states is that the players may feel that their actions are less constrained in the

virtual world than in the real world. Compared to the real world, where individuals must

respond to the difficulties and continuous demands of a sometimes frustrating reality, virtual

worlds can constantly reward the individuals for their efforts (e.g. with new items, clothes for their avatar, virtual prizes, etc.). This mechanism may heavily impact individuals’

self-esteem, granting them a feeling of empowerment that they might lack in the real world. This

reinforcing feature of video games might, in turn, foster a disconnection from the emotional,

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Limitations and future directions

The results presented in this review should be cautiously interpreted, considering the

limitations of the studies reviewed. The first limitation concerns the paucity of studies that

consider the construct of dissociation. In this review, we found that most studies analysed

constructs related to dissociation, while studies considering actual dissociative symptoms

were scarce. The second limitation is that, despite being the object of a great variety of

research, we found an inferior number of studies on escapism compared to what we expected. The probable explanation is that our search used ‘dissociation’ and not ‘escapism’ as a

keyword. It is likely, therefore, that we identified only a subgroup of studies on the role of

escapism in motivating gamers that were more directly linked to the dissociation construct. A

third limitation is that most of the studies in this review are correlational, rendering it

impossible to establish causal or predictive links between dissociative phenomena and

problematic gaming. A further limitation is related to the absence of longitudinal studies,

which impedes the verification of more complex explanatory models concerning the

relationship between problematic gaming and dissociation that can lead to identification of

better intervention models. The nature of the samples examined may also constitute a

limitation. Since problematic gaming occurs more frequently in adolescent and young adult

populations, the studies analysed in this review follow this trend in their sampling. This,

however, limits the generalisability of the findings.

Finally, our systematic review conducted may be limited in the following two aspects.

First, we decided to include only articles published within the last ten years. This decision is

based on the fact that the construct of problematic gaming is relatively recent; thus, our

choice allowed us to discuss contemporary research in a more reliable fashion. However, this

approach to the review might have caused us to overlook relevant studies published more

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search in order to identify relevant articles, it is likely that further articles have been missed

because they were not indexed in the searched databases or were not identified through a

manual search.

Concerning future directions, we believe that studies specifically addressing the

construct of dissociation are needed in order to better understand the link between

dissociative phenomena and problematic gaming. Likewise, longitudinal studies, along with

studies that control for sociodemographic variables, could shed more light on the factors that

influence the relationship between the two constructs.

Conclusions

In conclusion, research findings are moderately consistent in supporting a positive

relationship between problematic gaming and maladaptive dissociative processes. Our review

of clinical and research literature examining the association between problematic gaming and

dissociation further suggests that the development of dissociative experiences in problematic

gaming can sometimes represent a process by which a virtual world that is used as a source of

enjoyment and relaxation can become a place where the individual can become absorbed as a

way of escaping from personal and interpersonal insecurities, life difficulties, traumatic

experiences, negative feelings, and so on. However, this use of the virtual world is not

necessarily pathological and can be temporarily used as a flexible way to cope with negative

states [80]. Nonetheless, while originally serving both a playful and a cathartic function, for

some individuals this coping strategy becomes so pervasive that it leads to severe dissociative

symptoms, lack of integration between life and in-game activities, extreme absorption in the

video game, and detachment from real-world experiences.

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Conflict of Interest

The authors declare that they have no conflict of interest. This article has been edited by Editor-in-Chief Marc Potenza instead of Joël Billieux and Adriano Schimmenti, as Joël Billieux and Adriano Schimmenti are the Section Editors of the “Dissociation and Addictive Behaviors” topical collection.

Human and Animal Rights and Informed Consent

This article does not contain any studies with human or animal subjects performed by any of the authors.

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Table 1. Empirical studies examining the relationship between problematic gaming and dissociation

First Author Sample N

Sample

Characteristics Mean age Country

Dissociation Variables

Problematic gaming measure

Dissociation

Measure Main findings

Ballabio (2017) 327 Online gamers (84% males) 23.1 (SD=7.0)

Italy Motivation to escape

POGQ MOGQ Associations. Escapism (β=.23, p<0.001), fantasy (β=.13, p<.001) and competition (β=.20, p<.001) had weak to moderate associations with total score on the POGQ.

Indirect effect were identified: "psychiatric symptoms → escape → problematic gaming" (β=.08, p<.01) and "psychiatric symptoms → fantasy → problematic gaming" (β=.04, p<.05).

Barnes (2014) 662 302 WoW players (62% males)

360 Second Life players (46% males) Not reported Range= 18-64 years United Kingdom Cognitive absorption

Survey Survey Differences between groups. Higher gaming addiction levels (p < .001) in individuals with high levels of cognitive absorption playing in goal-oriented virtual worlds.

Billieux (2013) 690 Online gamers (87% males) 26.22

(SD = 8.14) French-speaking countries (online study) Motivation to escape

IAT-WoW MPOGQ Associations. An addictive usage pattern was primarily related to escapism motives (r= .48, p < .001). Also, the number of hours devoted to playing WoW was significantly related to escapism motives (r= .26, p < .001).

Billieux (2015) 1057 Online gamers (88% males) 26.01 (SD = 7.96) French-speaking countries (online study) Motivation to escape

IAT-WoW MPOGQ Associations. Cluster analysis identified a group of unregulated escapers (21.67% of the total sample), with 41.05% of problematic game users. Negative emotions ( p<.001) and addictive symptoms (p<.001) were significantly more pronounced in this cluster.

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Caplan (2009) 4278 Online gamers (81% males) 32.47 (SD=8.73) Online Motivation to escape GPIUS2 Motivation inventory

Associations. The immersion motivation was a significant and positive predictor of PIU (p <.01). Those who used MMO games for escapism and immersion were more likely to also exhibit PIU, after controlling for the influences of age, Internet use patterns, and well-being.

Chang (2018) 389 Online gamers (72% males) 19.43 (SD=0.67)

Taiwan Motivation to escape

PIU Scale OGM-C Associations. Following examination of a three motive mediator model, escapism was a positive mediator of the relationship between game involvement and problematic internet use. This was observed in the paths from game involvement to escapism (β=0.216, p < .05), and from escapism to PIU (β=0.283, p < .01), with the indirect effects of escapism (β=0.061, p < .05) being significant. De Pasquale (2018) 221 College students (42% males) 21.56 (SD=1.42) Italy Dissociative experiences

IGD9-SF A-DES Associations. Positive and significant correlations between Internet gaming disorder symptoms and dissociative experiences: depersonalisation and derealisation (r between .311 and .322); absorption and imaginative involvement (r between .319, and .403) and passive influence (r between .304 and .386).

Floros (2014) 50 College students who voluntarily presented in the student counseling service because of problematic use of the Internet and personal computers (78% males)

males (mean age= 21.03, SD= 3.15)

females (mean age= 22.64, SD= 4.52).

Greece Image distortion OCS DSQ Associations. Over three fourth (78%) of the sample reported online gaming use. A mediation model showed that the image-distortion defence styles mediated the relationship between personality dimensions (neuroticism-anxiety, impulsiveness and sensation seeking) and problematic Internet use (standardized effect = .08, p <.001).

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Guglielmucci (2017)

432

Adolescents (58% males) 14.14 (SD= 0.95)

Italy Bizarre Sensory Experiences and Emotional alienation

IAT MMPI-A

Difference between groups. A cluster analysis showed that the group including gaming as favourite online activity (45.7%), was at increased risk for Internet addiction and reported very high scores in the Schizophrenia (Sc) scale of the MMPI-A compared to other clusters(p<.001). In this cluster, high elevations were found in the subscales Sc6 (Bizarre Sensory Experiences) and Sc2 (Emotional alienation).

Király (2015) 3186 Online gamers (90% males) 21.1 (SD= 5.9)

Hungary Motivation to escape

POGQ MOGQ Associations. Motivation to escape was found to significantly mediate the relationship between psychiatric symptoms and problematic gaming (standardized effect=.14, p<.001).

In the case of MOFPS players, the mediation pathway via escapism had a standardized effect size of .12 (p=.001).In the case of MMORPG players, the mediation pathway via escapism had a standardized effect of .15 (p<.001).

Koo (2009) 576 Online gamers (most respondents in the sample were males)

Most respondents were aged in their twenties

Online Motivation to escape

Survey Survey Associations. Results of a structural equation model supported the links between motivation to escape and intention to play online games (β = 0.41, p < .001), with moderating effects of locus of control.

Laconi (2017) 417 Online gamers (49% females)

22.0 (SD=3)

France Motivation to escape

IGDT-10 MOGQ Associations. Escapism was a positive predictor of IGDT-10 symptoms (p< .001) and was higher among problematic gamers (p< .01)

Männikkö (2017) 271 Video game players 18.7

(SD=3.45)

Finland Motivation to escape

GAS Motivation inventory

Associations. Entertainment-achievement, social and escapism motives significantly contributed to explaining problematic gaming behaviour. The motive

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of experience-immersion was not a significant predictor of problematic gaming. As a whole, these variables explained 34% of the variance of problematic gaming (p < .001).

Ortiz de Gortari (2014)

762 Online gamers (90% males) 20.19 (SD=5.71) (only 172 gamers reported their age)

Online Game Transfer Phenomena Forum’s self-reports on playing habits Forum’s self-reports

Associations. Subjective sensations of unreality is one of the 7 GTP categories created through thematic analysis. In 8 episodes, gamers reported feeling in real life as though they were in the videogame. In 4 episodes they reported feeling in real life as though they were a videogame character.

Ortiz de Gortari (2016)

2362 Online gamers (86% males) 46.1% aged between 18 and 22 years (range= 18-54 or older) Online (Mexico 33.8%, United States 20.0%, United Kingdom 11.4%, Sweden 5.4%, and Canada 4.7%) Game Transfer Phenomena Survey assessing Frequencies of Gamer Profile and Gaming Habits

Survey Associations. Altered body perceptions were found in 72.7% of the sample. The most prevalent submodality of GTP was feeling body movements after playing a game (50.9%); the least prevalent was feeling as if the mind had been disconnected from the body (28.5%). Perceiving time and/or feeling the body differently after playing a videogame occurred in 49.3% of cases, feeling tactile touch sensation associated with a videogame occurred in 41.3 % of cases.

Schimmenti (2012)

250 Online gamers (67% males) 23

(SD = 3.7)

Online (Italy)

Dissociation IAT DES-II Associations. The subsample of 36 gamers with high Internet addiction scores also reported elevated scores on the dissociation measure. Also, 25% of these gamers screened positive for dissociative disorders. No differences were detected in the DES-II in relation

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Snodgrass (2011) 253 WoW players (80% males) 26.9 (S.D. = 8.37) Online (72.1% U.S.) Dissociation Ad hoc questionnaires Ad hoc questionnaires

Associations. 30% of respondents said they become so absorbed in the game while playing that they often or always became unaware of the events happening around them in the actual world. Losing track of the passage of time was also often (24.1%) or always (15%) reported in the sample.

Logistic regression showed that dissociation was strongly associated with WoW addiction (R2 = 0.72).

Vadlin (2016) 2110 1868 adolescents from the community (46% males) 242 adolescents with psychiatric problems (30% males) 13.9 (SD=1.05) 15.39 (SD= 1.45) Sweden Psychotic-like experiences

GAIT PLEs Differences between groups. Among the problematic gamers, 13.3% in the community sample had PLE symptoms in comparison to 19.2% in the clinical sample (p =.417). Multivariate logistic regression did not find an increased probability of problematic gaming in adolescents with PLE symptoms.

Zsila (2018) 510 Pokémon Go players

(56% males)

26.64 (SD=7.80)

Hungary Motivation to escape

POGQ-SF MOGQ-PG Associations. Weak but significant associations between age and the Social, Escapism (motivation of players to dissociate themselves from reality and real-life problems), Competition, Coping, Fantasy, Nostalgia, and Boredom motives (correlations between r= −0.23 and r= −0.10; all p < .05). Furthermore, Escapism motivation was strongly associated to problematic gaming (p <.01)

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Dissociation measures

MOGQ Motives for Online Gaming Questionnaire, MOGQ-PG Motives for Online Gaming Questionnaire - Pokémon Go, PLEs Psychotic-like experiences, DSQ Defense Style Questionnaire, MMPI-A Minnesota Multiphasic Inventory-Adolescents, DES Dissociative Experiences Scale, DSQ-40 Defense Style

Questionnaire-40, OGM-C Online Gaming Motivation Scale Chinese version, A-DES Adolescent Dissociative Experiences Scale

Problematic gaming measures

POGQ Problematic Online Gaming Questionnaire, IGDT-10 Internet Gaming Disorder Test-10, POGQ-SF Problematic Online Gaming Questionnaire –

Short Form, GAIT Gaming Addiction Identification Test, OCS Online Cognitions Scale, IAT Internet Addiction Test, IAT-WoW Internet Addiction Test adapted to World of Warcraft ,GAS Gaming Addiction Scale, GPIUS2 Generalized Problematic Internet Use Scale 2, IAS Internet Addiction Scale, IGD9-SF Internet Gaming Disorder Scale Short Form

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