Motivations for the use of games in coping and emotional regulation

Introduction This study explores motivations for the use of video games in coping, using the twin theoretical lenses of mood management and stress response theory, as well as how individual differences in motivational orientation moderate emotional regulation. The role of genres in selective exposure and the extent to which this overlaps with individual motivations for play are also addressed. Methods An exploratory survey ( N = 348) was conducted to gather data on respondents’ personalities, gameplay habits, motivations, genre preferences, coping strategies, and emotional states. Results Gameplay as coping was found to be quite widespread, and associations were found between this behavior and respondents’ motivations for gaming in general, as well as with individual differences related to immersion. Motivational orientations towards narrative involvement, social interaction, and escapism were likewise associated with using games to cope with stress, while the regulatory effects of gameplay were also found to be moderated by players’ orientation towards autonomy and exploration. Discussion These findings suggest that individual differences in immersive tendencies and motivational orientations play a crucial role in determining when and how video games serve as effective tools for emotional regulation and coping with stress.

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Publication Details

Journal
Frontiers in Communication
Published
2025-12-05
DOI
https://doi.org/10.3389/fcomm.2025.1585586
Primary Topic
Impact of Technology on Adolescents
Type
article
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article

Motivations for the use of games in coping and emotional regulation

Blake Wertz, James J. Cummings, Tiernan J. Cahill
Frontiers in Communication
Impact of Technology on Adolescents
article

Motivations for the use of games in coping and emotional regulation

Blake Wertz, James J. Cummings, Tiernan J. Cahill
article en

Abstract

Introduction This study explores motivations for the use of video games in coping, using the twin theoretical lenses of mood management and stress response theory, as well as how individual differences in motivational orientation moderate emotional regulation. The role of genres in selective exposure and the extent to which this overlaps with individual motivations for play are also addressed. Methods An exploratory survey ( N = 348) was conducted to gather data on respondents’ personalities, gameplay habits, motivations, genre preferences, coping strategies, and emotional states. Results Gameplay as coping was found to be quite widespread, and associations were found between this behavior and respondents’ motivations for gaming in general, as well as with individual differences related to immersion. Motivational orientations towards narrative involvement, social interaction, and escapism were likewise associated with using games to cope with stress, while the regulatory effects of gameplay were also found to be moderated by players’ orientation towards autonomy and exploration. Discussion These findings suggest that individual differences in immersive tendencies and motivational orientations play a crucial role in determining when and how video games serve as effective tools for emotional regulation and coping with stress.

Frontiers in CommunicationVol. 10
Boston University (US), Center for Social and Economic Research (PL), Uniwersytet SWPS (PL)
Openalex Percentile: Top 52%
Impact of Technology on Adolescents
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Motivations for the use of games in coping and emotional regulation — Blake Wertz, James J. Cummings, et al. · Frontiers in Communication (2025) | TGRS Research Map | TGRS