{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,10,6]],"date-time":"2026-10-06T09:56:47Z","timestamp":1791280607926,"version":"4.1.0"},"reference-count":160,"publisher":"Akademiai Kiado Zrt.","license":[{"start":{"date-parts":[[2026,10,6]],"date-time":"2026-10-06T00:00:00Z","timestamp":1791244800000},"content-version":"unspecified","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by-nc\/4.0\/"}],"content-domain":{"domain":["www.akjournals.com"],"crossmark-restriction":true},"short-container-title":["JBA"],"published-print":{"date-parts":[[2026,10,6]]},"abstract":"<jats:title>Abstract<\/jats:title>\n                  <jats:sec>\n                    <jats:title>Background and aims<\/jats:title>\n                    <jats:p>Escapism is frequently linked to gaming disorder and psychological distress, but findings vary across measurement approaches and study contexts. This systematic review and meta-analysis synthesized psychological correlates of escapism in gaming, quantified their associations, reviewed measurement approaches, and tested differences by measurement tool and study focus.<\/jats:p>\n                  <\/jats:sec>\n                  <jats:sec>\n                    <jats:title>Methods<\/jats:title>\n                    <jats:p>\n                      Following PRISMA guidelines, PubMed, Web of Science, and Scopus were searched for quantitative studies published between 2013 and 2026. A total of 119 publications (\n                      <jats:italic>N<\/jats:italic>\n                      = 119,730) met inclusion criteria. Random-effects meta-analyses were conducted for variables reported in at least three independent studies.\n                    <\/jats:p>\n                  <\/jats:sec>\n                  <jats:sec>\n                    <jats:title>Results<\/jats:title>\n                    <jats:p>\n                      The review identified 251 unique variables across seven categories, with Clinical Factors most frequently examined. The strongest pooled associations were observed for negative affect (\n                      <jats:italic>r<\/jats:italic>\n                      = .51), gaming disorder (\n                      <jats:italic>r<\/jats:italic>\n                      = .51), and internet gaming disorder (\n                      <jats:italic>r<\/jats:italic>\n                      = .50). Moderate positive associations were found for problematic gaming, gaming addiction, internet addiction, depression, anxiety, stress, loneliness, social anxiety, and difficulties in emotion regulation. Self-esteem and life satisfaction were negatively associated with escapism, whereas positive affect, well-being, flow, autonomy, competence, and relatedness were nonsignificant. Eighteen measurement approaches were identified, and subgroup analyses showed no significant differences by measurement tool or study focus.\n                    <\/jats:p>\n                  <\/jats:sec>\n                  <jats:sec>\n                    <jats:title>Discussion and conclusions<\/jats:title>\n                    <jats:p>Escapism was most consistently associated with gaming-related problems and psychological distress. Evidence concerning well-being-related correlates was comparatively limited. Future research should use multidimensional measures and longitudinal designs to clarify distinct forms and functions of escapism.<\/jats:p>\n                  <\/jats:sec>","DOI":"10.1556\/2006.2026.00121","type":"journal-article","created":{"date-parts":[[2026,10,6]],"date-time":"2026-10-06T09:38:29Z","timestamp":1791279509000},"update-policy":"https:\/\/doi.org\/10.1556\/policypage.crossmark.crossref.2","source":"Crossref","is-referenced-by-count":0,"title":["Escapism in gaming: A comprehensive systematic review and meta-analysis"],"prefix":"10.1556","author":[{"ORCID":"https:\/\/orcid.org\/0009-0008-4819-7769","authenticated-orcid":true,"given":"Patrycja","family":"Kiszka","sequence":"first","affiliation":[{"name":"Doctoral School in the Social Sciences, Jagiellonian University, Krak\u00f3w, Poland"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-0625-383X","authenticated-orcid":true,"given":"Agnieszka","family":"Strojny","sequence":"additional","affiliation":[{"name":"Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Krak\u00f3w, Poland"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-6016-044X","authenticated-orcid":true,"given":"Pawe\u0142","family":"Strojny","sequence":"additional","affiliation":[{"name":"Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Krak\u00f3w, Poland"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"425","reference":[{"key":"B1","series-title":"Entertainment Computing","doi-asserted-by":"publisher","DOI":"10.1016\/j.entcom.2020.100390","article-title":"Playful-consumption experiences and subjective well-being: Children's smartphone usage","volume":"36","author":"Abbasi, A. 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