Experiencing Deep Immersion in Computer Games is Associated with Autotelic Engagement and Leads to Addiction

Purpose: The main aim of the study was to examine the relationship between immersion and autotelic engagement in computer gaming addicts and competitive esports players. Research suggests that autotelic engagement enables gamers to experience deep immersion, which may contribute to loss of control over virtual experiences and lead to gaming addiction. Methods: The study included three groups: gaming addicts (N = 29, mean age = 22.34 ± .97 years), esports players (N= 29, mean age = 23.04 ± 1.12 years), and a control group of non-gamers (N = 29, mean age = 21.78 ± 1.03 years). All participants were male and between 19 and 25 years old. The FLOW Engagement Questionnaire and the Immersiveness of Games Questionnaire were used to measure immersion and autotelicity. Group comparisons were conducted across all questionnaire dimensions, and correlation analyses were performed separately for each group. Results: Compared to esports players and non-gamers, gaming addicts exhibited higher levels of clear goal perception (by 11.7% and 12.7% respectively, P < .05), concentration on the task at hand (by 13.2% and 12.9% respectively, P < .05), and interaction with the game environment (14 % and 10.5% respectively, P < .05), while reporting lower awareness of the real world (by 24.6% and 21.2% respectively, P < .05). Additionally, compared to non-gamers, addicted players showed greater challenge-skill balance (by 10.3% and 15.4% respectively, P < .05) and a higher sense of control (by 10.5% and 14.3% respectively, P < .05). Moderate and strong correlations between immersion and autotelicity were found across all three groups, but these correlations were generally weaker in addicted gamers, suggesting a more fragmented pattern of engagement. Conclusions: Autotelic engagement appears to facilitate deep immersion, which may, in turn, increase susceptibility to gaming addiction. Individuals with high autotelic tendencies may be particularly at risk.

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Publication Details

Journal
Acta kinesiologica
Published
2025-01-01
DOI
https://doi.org/10.51371/issn.1840-2976.2025.19.s1.2
Citations
1
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
4.20
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article

Experiencing Deep Immersion in Computer Games is Associated with Autotelic Engagement and Leads to Addiction

Anna Cabak, Anna Mróz, Mirosław Micikin, Grzegorz Pawiński
1 citations
Acta kinesiologica
Impact of Technology on Adolescents
4.20
article

Experiencing Deep Immersion in Computer Games is Associated with Autotelic Engagement and Leads to Addiction

Anna Cabak, Anna Mróz, Mirosław Micikin, Grzegorz Pawiński
article en
1 citations

Abstract

Purpose: The main aim of the study was to examine the relationship between immersion and autotelic engagement in computer gaming addicts and competitive esports players. Research suggests that autotelic engagement enables gamers to experience deep immersion, which may contribute to loss of control over virtual experiences and lead to gaming addiction. Methods: The study included three groups: gaming addicts (N = 29, mean age = 22.34 ± .97 years), esports players (N= 29, mean age = 23.04 ± 1.12 years), and a control group of non-gamers (N = 29, mean age = 21.78 ± 1.03 years). All participants were male and between 19 and 25 years old. The FLOW Engagement Questionnaire and the Immersiveness of Games Questionnaire were used to measure immersion and autotelicity. Group comparisons were conducted across all questionnaire dimensions, and correlation analyses were performed separately for each group. Results: Compared to esports players and non-gamers, gaming addicts exhibited higher levels of clear goal perception (by 11.7% and 12.7% respectively, P < .05), concentration on the task at hand (by 13.2% and 12.9% respectively, P < .05), and interaction with the game environment (14 % and 10.5% respectively, P < .05), while reporting lower awareness of the real world (by 24.6% and 21.2% respectively, P < .05). Additionally, compared to non-gamers, addicted players showed greater challenge-skill balance (by 10.3% and 15.4% respectively, P < .05) and a higher sense of control (by 10.5% and 14.3% respectively, P < .05). Moderate and strong correlations between immersion and autotelicity were found across all three groups, but these correlations were generally weaker in addicted gamers, suggesting a more fragmented pattern of engagement. Conclusions: Autotelic engagement appears to facilitate deep immersion, which may, in turn, increase susceptibility to gaming addiction. Individuals with high autotelic tendencies may be particularly at risk.

Acta kinesiologica(Vol. 19. S1)
Józef Piłsudski University of Physical Education in Warsaw (PL)
Openalex Percentile: Top 6%
Impact of Technology on Adolescents
4.20
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