Reality Substitution in Video Gamers: Exploring the Reality Substitution Model and its Ability to Predict Health and Behavioural Outcomes.
Summary
To predict the nature (in terms of functional or dysfunctional) of the outcomes of playing video games, Rosenkrantz (2015), conceived the reality substitution model (RSM). Here, we report the two following studies. Study 1 concerned constructing of a valid measure for reality substitution (the RSQ-18). The results indicated that all three scales of the intensity dimensions (immersion, empathy and satisfaction) had good internal reliabilities (>.7; though immersion was at .616), factor loadings (except for immersion: 47.472%), test-retest reliability (>.7) and convergent validity (GEQ, Gamer Experience Questionnaire) as well as divergent validity (SCL-90-R, Symptom Checklist 90 Revised). The results almost fully supported the internal validity of reality substitution according to the RSM, though various additional interaction effects were found. Study 2 concerned the testing of the predictive validity of this measure (and by extension part of the Reality Substitution Model). The results indicated that playing intensely and frequently and for long periods of time (as predicted by the RSM and measured by the RSQ-18), does not increase dysfunctional outcomes. The primary (and often sole) predictor of outcomes (PTM, Prosocial Tendencies Measure; UBOS, Utrecht Burn-out Scale; BPAQ Short Form, Buss and Perry Aggression Questionnaire Short Form) was the intensity dimension. The UWES (Utrecht Work Engagement Scale) was unrelated to the RSQ-18 and its scales. The RSQ-18 is not yet able to predict the nature of video game outcomes, though its intensity dimension lends itself well for future study. In closing, we discuss several suggestions for development of the RSM and the RSQ-18.