Seeing Your Own Mind Playing Out on the Screen: A Constructivist Grounded Theory of Video Games as Dynamic Coping Systems

Whilst video games have shown their capacity to support coping during periods of personal difficulty, there remains a limited understanding of exactly how they scaffold these outcomes. Adopting a Constructivist Grounded Theory approach, this interview study explores the lived experiences of 17 players across three video games: Disco Elysium , Darkest Dungeon , and Stardew Valley . Drawing on the analysis, we propose the Games as Dynamic Coping Systems model, which illustrates a dynamic, recursive relationship between players, game aspects, coping mechanisms and coping outcomes. Our findings provide an in-depth account of the distinct ways in which different games can support coping. The study contributes a theoretical framework that enriches our understanding of gaming as a valuable form of coping during difficult life experiences.

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Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2026-11-03
DOI
https://doi.org/10.1145/3831326
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

Seeing Your Own Mind Playing Out on the Screen: A Constructivist Grounded Theory of Video Games as Dynamic Coping Systems

Sahar Mirhadi, JO IACOVIDES, ALENA Denisova
2 links
Proceedings of the ACM on Human-Computer Interaction
Digital Games and Media
article

Seeing Your Own Mind Playing Out on the Screen: A Constructivist Grounded Theory of Video Games as Dynamic Coping Systems

Sahar Mirhadi, JO IACOVIDES, ALENA Denisova
article en

Abstract

Whilst video games have shown their capacity to support coping during periods of personal difficulty, there remains a limited understanding of exactly how they scaffold these outcomes. Adopting a Constructivist Grounded Theory approach, this interview study explores the lived experiences of 17 players across three video games: Disco Elysium , Darkest Dungeon , and Stardew Valley . Drawing on the analysis, we propose the Games as Dynamic Coping Systems model, which illustrates a dynamic, recursive relationship between players, game aspects, coping mechanisms and coping outcomes. Our findings provide an in-depth account of the distinct ways in which different games can support coping. The study contributes a theoretical framework that enriches our understanding of gaming as a valuable form of coping during difficult life experiences.

Proceedings of the ACM on Human-Computer InteractionVol. 10(7)
University of York (GB)
Good health and well-being
Openalex Percentile: Top 29%
Digital Games and Media
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