Experiencing Deep Immersion in Computer Games is Associated with Autotelic Engagement and Leads to Addiction
Keywords:
esport players, problematic gaming, autotelic experience, virtual environment, health preventionAbstract
Purpose: The main aim of the study was to examine the relationship between immersion and autotelic engagement in
computer gaming addicts and competitive esports players. Research suggests that autotelic engagement enables gamers to
experience deep immersion, which may contribute to loss of control over virtual experiences and lead to gaming addiction.
Methods: The study included three groups: gaming addicts (N = 29, mean age = 22.34 ± .97 years), esports players (N
= 29, mean age = 23.04 ± 1.12 years), and a control group of non-gamers (N = 29, mean age = 21.78 ± 1.03 years). All
participants were male and between 19 and 25 years old. The FLOW Engagement Questionnaire and the Immersiveness
of Games Questionnaire were used to measure immersion and autotelicity. Group comparisons were conducted across all
questionnaire dimensions, and correlation analyses were performed separately for each group.
Results: Compared to esports players and non-gamers, gaming addicts exhibited higher levels of clear goal perception (by
11.7% and 12.7% respectively, P < .05), concentration on the task at hand (by 13.2% and 12.9% respectively, P < .05), and
interaction with the game environment (14 % and 10.5% respectively, P < .05), while reporting lower awareness of the
real world (by 24.6% and 21.2% respectively, P < .05). Additionally, compared to non-gamers, addicted players showed
greater challenge-skill balance (by 10.3% and 15.4% respectively, P < .05) and a higher sense of control (by 10.5% and
14.3% respectively, P < .05). Moderate and strong correlations between immersion and autotelicity were found across all
three groups, but these correlations were generally weaker in addicted gamers, suggesting a more fragmented pattern of
engagement.
Conclusions: Autotelic engagement appears to facilitate deep immersion, which may, in turn, increase susceptibility to
gaming addiction. Individuals with high autotelic tendencies may be particularly at risk.