Archive | 2021
Experiencing deep immersion in computer games is associated with autotelic engagement and leads to addiction
Abstract
\n Study aimThe aim of this study is to explore the differences and relationships between immersion and autotelic engagement of problem gamers and esports players. Research on addiction to computer games suggests that autotelic engagement in gamers, on the one hand, allows them to experience deep immersion while playing, but on the other hand, autotelic immersion can cause one to lose control over what is not real and lead to computer game addiction.Material and MethodsExperimental group 1 (N\u2009=\u200929) of gaming addicts aged 19–25 years, experimental group 2 (N\u2009=\u200929) of esports players aged 19–25 years, control group (N\u2009=\u200929) of students aged 19–25 years. The respondents completed 3 questionnaires: The FLOW Engagement Questionnaire, the Immersiveness of Games Questionnaire (ING), and the NEO-FFI personality inventory.ResultsTo a greater extent than esports players, problem gamers experienced while playing: interaction with the virtual environment, a sense of control, a balance between ability level and challenge, clear goals, focus on the current task, autotelic experience, and higher levels of agreeableness, while they experienced awareness of the real world to the least extent. Associations between autotelic experience and interaction with the virtual environment (r\u2009=\u20090.699) and sense of control (r\u2009=\u20090.899) revealed the vulnerability of players with autotelic engagement to gaming addiction.ConclusionAutotelic engagement may be a direct facilitator of experiencing deep immersion leading to computer game addiction.