Why post-gaming return to reality matters: the mediating role of gaming disorder symptoms in risky loot box use
dc.contributor.author | Strojny, Agnieszka | |
dc.contributor.author | Cudo, Andrzej | |
dc.contributor.author | Strojny, Paweł | |
dc.contributor.author | Tużnik, Przemysław | |
dc.date.accessioned | 2025-06-26T10:35:16Z | |
dc.date.available | 2025-06-26T10:35:16Z | |
dc.date.issued | 2025-07 | |
dc.description.abstract | This study investigates the indirect relationship between post-gaming return to reality and risky loot box use (RLBU) via gaming disorder symptoms (GD) among active video game players. Drawing on the components model of behavioral addiction and Kruglanski’s theory of goal systems, it explores how difficulty disengaging from gaming - especially when in-game goals remain unmet - may increase engagement with loot boxes (LBs), a gambling-like monetization mechanic. The study hypothesizes that difficulties in returning to reality after gaming are linked to increased RLBU, both directly and indirectly through GD symptoms: salience, mood modification, tolerance, withdrawal, conflict, and relapse. A sample of 924 active Polish video gamers (476 female; M = 27.69, SD = 5.26; age 18–35), all with LB experience, completed the Risky Loot Box Index (RLI), Internet Gaming Disorder Test, and Post-Gaming Return Scale (PGRS), measuring RLBU, GD symptoms, and return to reality after gaming, respectively. Findings showed that the relationship between post-gaming return to reality and RLBU is fully mediated by GD symptoms. However, only three - tolerance, withdrawal, and conflict - showed statistically significant indirect effects. These results support early identification and intervention strategies for at-risk gamers and deepen our understanding of how gaming motivation, addiction, and monetization models intersect. | |
dc.identifier.uri | https://hdl.handle.net/20.500.12153/8722 | |
dc.language.iso | en | |
dc.rights | Attribution-NonCommercial-NoDerivatives 4.0 International | en |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/4.0/ | |
dc.subject | video game players | |
dc.subject | gaming disorder symptoms | |
dc.subject | risky loot box use | |
dc.subject | post-gaming return to reality | |
dc.title | Why post-gaming return to reality matters: the mediating role of gaming disorder symptoms in risky loot box use | |
dc.type | Dataset |
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