Why Games? Exploring the Psychological and Social Dimensions of Gaming as Coping Mechanism

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Introduction

This essay seeks to explore the deeply personal yet widely relatable question of why individuals turn to video games during times of personal crisis or emotional distress. Framed through the lens of a college writing perspective, this piece draws on psychological and sociological insights to unpack the motivations behind using games as an escape when ‘everything falls apart.’ It considers the allure of structure and predictability in gaming environments, the temporary relief from real-world anxieties, and the potential risks of over-reliance on virtual worlds as a coping mechanism. While acknowledging the personal narrative of gaming as a refuge, the essay critically evaluates the implications of this behaviour, questioning whether games serve as a temporary solution or a deeper problem. By integrating academic literature and evidence, this work aims to provide a nuanced understanding of gaming’s role in modern life, particularly for young adults navigating academic and personal pressures.

The Appeal of Structure and Control in Games

One of the primary reasons individuals gravitate towards video games during challenging times is the sense of structure and control they offer, a stark contrast to the often chaotic and unpredictable nature of real life. As noted in the personal reflection, real-world issues—such as looming assignments, social anxieties, or uncertain futures—can feel overwhelming and unmanageable. Video games, however, provide clearly defined objectives, such as completing quests or levelling up characters, which create an illusion of progress and achievement. This predictability is psychologically comforting, as it satisfies a fundamental human need for order and accomplishment (Nicholson, 2015). Research suggests that games tap into intrinsic motivational factors by offering rewards for effort, a mechanism rooted in behavioural psychology’s reinforcement principles (Ryan and Deci, 2000). Unlike real life, where effort does not always yield tangible results, games provide consistent feedback loops—effort equals reward—making them a safe space for those feeling powerless.

Moreover, the structured nature of games can act as a temporary stabiliser for individuals experiencing emotional turmoil. For instance, a student struggling with academic failure might find solace in completing a game level, as it offers a measurable outcome absent from their real-world struggles. However, while this structure provides relief, it is worth questioning whether this sense of achievement is meaningful or merely a distraction from addressing deeper issues. The personal narrative acknowledges this tension, noting that the progress in games feels ‘fake,’ yet undeniably comforting in its immediacy.

Games as an Escape: Temporary Relief or Avoidance?

Beyond structure, video games often serve as an escape, shrinking the overwhelming scope of reality into a manageable digital space. The personal account vividly describes this phenomenon—playing games at midnight despite knowing the consequences, simply to avoid confronting painful thoughts or unresolved problems. Scholars argue that gaming can function as a form of escapism, providing a psychological buffer against stress and negative emotions (Granic et al., 2014). This aligns with the concept of ‘flow’ introduced by Csikszentmihalyi (1990), where individuals become fully immersed in an activity, losing track of time and external pressures. In this state, games can temporarily suspend real-life anxieties, offering a sense of relief that feels, if not like happiness, then at least like ‘the absence of everything else.’

Yet, this escapist function raises critical concerns about avoidance. Psychologists warn that while escapism can be a healthy coping mechanism in moderation, excessive reliance on gaming may lead to maladaptive behaviours, such as neglecting responsibilities or withdrawing from social interactions (Kardefelt-Winther, 2014). The personal reflection admits to this avoidance, recognising that staying ‘inside’ the game feels safer than facing a reality full of locked doors. Thus, while games offer a temporary sanctuary, they risk becoming a barrier to addressing underlying issues, a point that warrants careful consideration.

The Social and Emotional Paradox of Gaming

Another dimension to explore is the emotional and social paradox inherent in gaming as a coping strategy. The personal narrative references a Reddit user’s observation that unhappy individuals may not enjoy games in the same way as happier people do, suggesting that gaming during distress might be less about fun and more about numbing pain. This insight aligns with research indicating that gaming can serve as a form of emotional regulation, particularly for individuals experiencing low mood or anxiety (Granic et al., 2014). Games provide a controlled environment where emotions can be channelled into tasks or narratives, distracting from real-world stressors.

However, this emotional reliance can create a dependency, where games dictate mood and self-worth, as illustrated by the personal account of tying mood to in-game wins or losses. Furthermore, while games can foster social connections through multiplayer platforms, they may also exacerbate isolation if used as a substitute for real-world relationships. Indeed, studies suggest that excessive gaming can lead to reduced face-to-face interactions, potentially deepening feelings of loneliness over time (Kardefelt-Winther, 2014). This paradox—games as both a source of connection and isolation—underscores the complexity of their role as a coping mechanism.

Games as a Problem or Solution?

A critical question remains: are games a problem or a solution for individuals in distress? The personal narrative leans towards ambiguity, portraying games as a lifeline that feels like living, even if it is not ‘real’ living. Academic perspectives offer a balanced view. On one hand, games can provide therapeutic benefits, such as stress relief and improved problem-solving skills, particularly when played in moderation (Granic et al., 2014). On the other hand, excessive gaming has been linked to negative outcomes, including sleep deprivation, academic underperformance, and potential addiction (Nicholson, 2015). The personal account reflects this duality, acknowledging the unhealthiness of over-reliance on games while also questioning whether there is a ‘right’ way to live when real life feels unmanageable.

Arguably, the issue lies not in gaming itself but in the broader context of an individual’s life. If real-life support systems—such as mental health resources, social networks, or personal resilience—are lacking, games may become a default coping mechanism, regardless of their long-term efficacy. Therefore, addressing the root causes of distress, rather than demonising games, may be a more constructive approach.

Conclusion

In conclusion, this essay has examined why individuals turn to video games when facing personal crises, drawing on a blend of personal reflection and academic insight. Games offer structure, control, and escapism, providing temporary relief from real-world chaos and emotional pain. However, they also pose risks of avoidance and dependency, creating a complex interplay between solution and problem. While the personal narrative reveals a deep reliance on games as a coping mechanism, critical analysis suggests that moderation and broader life context are key to determining their impact. Ultimately, games cannot substitute for addressing real-life challenges, but they can serve as a temporary refuge if used mindfully. Future research and personal reflection should focus on balancing virtual engagement with real-world solutions, ensuring that the door to reality, though jammed, is not permanently shut. This exploration not only illuminates the psychological dimensions of gaming but also highlights the need for wider support systems to address the underlying struggles that drive such behaviours.

References

  • Csikszentmihalyi, M. (1990) Flow: The Psychology of Optimal Experience. Harper & Row.
  • Granic, I., Lobel, A. and Engels, R. C. (2014) The benefits of playing video games. American Psychologist, 69(1), pp. 66-78.
  • Kardefelt-Winther, D. (2014) A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use. Computers in Human Behavior, 31, pp. 351-354.
  • Nicholson, S. (2015) A recipe for meaningful gamification. In: Wood, L. C. and Reiners, T. (eds.) Gamification in Education and Business. Springer, pp. 1-20.
  • Ryan, R. M. and Deci, E. L. (2000) Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), pp. 68-78.

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