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Down the Digital Rabbit Hole: Objectification Increases Problematic Gaming
Jiaxin Shi1, Zaixuan Zhang2, Zhansheng Chen2
1Faculty of Psychology, South China Normal University, Guangzhou, China.
Cyberpsychology, Behavior and Social Networking
|January 17, 2025
Summary
Objectification, or being treated as an object, significantly increases problematic gaming. Escapism fuels this link, but a strong sense of meaning in life can reduce gaming intentions.
Area of Science:
- Psychology
- Human-Computer Interaction
- Sociology
Background:
- Objectification, the denial of humanness, is linked to negative life outcomes.
- Its impact on online behaviors, specifically problematic gaming, is under-researched.
Purpose of the Study:
- To investigate the relationship between objectification and problematic gaming.
- To explore the mediating role of escapism and the moderating role of meaning in life.
Main Methods:
- Correlational (N=300), mediation (N=300), and moderation (N=400) experimental designs were employed.
- Participants completed measures assessing objectification, problematic gaming, escapism, and meaning in life.
Main Results:
- A significant positive association was found between objectification and problematic gaming.
- Objectification directly increased problematic gaming intentions, mediated by escapism.
- Perceived meaning in life mitigated the effect of objectification on problematic gaming.
Conclusions:
- Objectification is a significant factor contributing to problematic online gaming.
- Escapism acts as a mechanism linking objectification to increased gaming.
- Interventions aimed at increasing meaning in life may help reduce problematic gaming.
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