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Article: Down the Digital Rabbit Hole: Objectification Increases Problematic Gaming
| Title | Down the Digital Rabbit Hole: Objectification Increases Problematic Gaming |
|---|---|
| Authors | |
| Keywords | escapism meaning in life objectification problematic gaming |
| Issue Date | 11-Apr-2025 |
| Publisher | Mary Ann Liebert |
| Citation | Cyberpsychology, Behavior, and Social Networking, 2025 How to Cite? |
| Abstract | Objectification, being perceived and treated merely as an object with a denial of one’s humanness, has been linked to numerous adverse outcomes in daily life. Despite this, its influence on online behaviors, particularly problematic gaming, remains underexplored. The current research (total N = 1,000) extends the literature on objectification by investigating the effect of objectification on problematic gaming. Study 1, with a correlational design (N = 300), established a significant association between objectification and problematic gaming. Subsequent experimental studies (Studies 2 and 3) demonstrated that objectification directly contributes to increased problematic gaming intentions. Study 2, with a measurement-of-mediation design (N = 300), also identified escapism as a mediating factor, suggesting that objectification intensifies the motive to escape from reality, thereby increasing problematic gaming intentions. Furthermore, Study 3, with a moderation design (N = 400), revealed that perceived meaning in life could mitigate the negative impact of objectification on problematic gaming intentions. Collectively, these findings advance our understanding of the detrimental effects of objectification, highlighting its role in problematic gaming and identifying the potential intervention. |
| Persistent Identifier | http://hdl.handle.net/10722/368361 |
| ISSN | 2023 Impact Factor: 4.2 2023 SCImago Journal Rankings: 1.436 |
| DC Field | Value | Language |
|---|---|---|
| dc.contributor.author | Shi, Jiaxin | - |
| dc.contributor.author | Zhang, Zaixuan | - |
| dc.contributor.author | Chen, Zhansheng | - |
| dc.contributor.author | Wei, Tianhua | - |
| dc.contributor.author | He, Xianyou | - |
| dc.date.accessioned | 2026-01-01T00:35:09Z | - |
| dc.date.available | 2026-01-01T00:35:09Z | - |
| dc.date.issued | 2025-04-11 | - |
| dc.identifier.citation | Cyberpsychology, Behavior, and Social Networking, 2025 | - |
| dc.identifier.issn | 2152-2715 | - |
| dc.identifier.uri | http://hdl.handle.net/10722/368361 | - |
| dc.description.abstract | Objectification, being perceived and treated merely as an object with a denial of one’s humanness, has been linked to numerous adverse outcomes in daily life. Despite this, its influence on online behaviors, particularly problematic gaming, remains underexplored. The current research (total N = 1,000) extends the literature on objectification by investigating the effect of objectification on problematic gaming. Study 1, with a correlational design (N = 300), established a significant association between objectification and problematic gaming. Subsequent experimental studies (Studies 2 and 3) demonstrated that objectification directly contributes to increased problematic gaming intentions. Study 2, with a measurement-of-mediation design (N = 300), also identified escapism as a mediating factor, suggesting that objectification intensifies the motive to escape from reality, thereby increasing problematic gaming intentions. Furthermore, Study 3, with a moderation design (N = 400), revealed that perceived meaning in life could mitigate the negative impact of objectification on problematic gaming intentions. Collectively, these findings advance our understanding of the detrimental effects of objectification, highlighting its role in problematic gaming and identifying the potential intervention. | - |
| dc.language | eng | - |
| dc.publisher | Mary Ann Liebert | - |
| dc.relation.ispartof | Cyberpsychology, Behavior, and Social Networking | - |
| dc.rights | This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. | - |
| dc.subject | escapism | - |
| dc.subject | meaning in life | - |
| dc.subject | objectification | - |
| dc.subject | problematic gaming | - |
| dc.title | Down the Digital Rabbit Hole: Objectification Increases Problematic Gaming | - |
| dc.type | Article | - |
| dc.identifier.doi | 10.1089/cyber.2024.0362 | - |
| dc.identifier.scopus | eid_2-s2.0-85216788433 | - |
| dc.identifier.eissn | 2152-2723 | - |
| dc.identifier.issnl | 2152-2715 | - |
