The DOI matches its Crossref record; 109 of the 109 references it cites were found in a registry or an index.
Games and Recovery: The Use of Video and Computer Games to Recuperate from Stress and Strain
Abstract
The use of video and computer games for recovery purposes was investigated in an online survey of 1614 participants. The data indicate that games are systematically used after exposure to stressful situations and strain, and that recovery experience is a significant facet of the gaming experience. Using structural equation modeling, the relationships among work-related fatigue, daily hassles, social support, coping style, recovery experience, and the use of video and computer games for recovery purposes were tested. Persons who associated stronger recovery experiences with game play used video and computer games more often after stressful and exhausting situations. In addition, participants’ level of work-related fatigue and exposure to daily hassles were both positively associated with the use of games for recovery. Participants with emotion-focused coping style showed a higher tendency to use games for recovery than participants with problem-focused coping style. The relationship between work-related fatigue and game use for recovery purposes was moderated by social support. The stress buffering function of video and computer games was more important for participants receiving less social support. These participants showed a stronger relationship between work-related fatigue and the use of games for recovery than participants receiving more social support.
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Self-citationPlaying Video games during the COVID-19 pandemic and effects on players’ well-being
Barr, M., & Copeland-Stewart, A. (2022) · Games and Culture · doi:10.1177/15554120211017036 · Cited by 316
Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers
Blasi, M. D., Giardina, A., Giordano, C., Coco, G. L., Tosto, C., Billieux, J., & Schimmenti, A. (2019) · Journal of Behavioral Addictions · doi:10.1556/2006.8.2019.02 · Cited by 284
Competence-impeding electronic games and players' aggressive feelings, thoughts, and behaviors
Przybylski, A. K., Deci, E. L., Rigby, C. S., & Ryan, R. M. (2014) · Journal of Personality and Social Psychology · doi:10.1037/a0034820 · Cited by 263
Metadata
- Authors
- Reinecke, L.
- Venue
- Journal of Media Psychology
- Publisher
- Hogrefe Publishing Group
- Published
- 2009-01
- Volume
- 21
- Issue
- 3
- Pages
- 126-142
- ISSN
- 1864-1105 (ISSN-L)
- 2151-2388
- OpenAlex
- W1952450723
- Cited by
- 280
- References
- 109
- FWCI
- 5.06
- Type
- journal article
- Language
- en
- Open access
- closed
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- Reinecke, L. (2009). Games and Recovery: The Use of Video and Computer Games to Recuperate from Stress and Strain. Journal of Media Psychology. https://doi.org/10.1027/1864-1105.21.3.126
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Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.