A Hard Day's Night: The Recovery Potential of Video and Computer Games

Leonard Reinecke

Abstract

In an online survey with 1699 participants, the use of video and computer games for recovery purposes was investigated. The data indicate that computer games are systematically used after exposure to stressful situations and strain and that recovery experience is a significant facet of the gaming experience. Using structural equation modelling, the relations among work-related fatigue, daily hassles, social support, coping style, recovery experience and the use of computer games for recovery purposes were tested. Persons who associated stronger recovery experiences with game play used video and computer games more often after stressful and exhausting situations. Additionally, participants' level of work-related fatigue and exposure to daily hassles were both positively associated with the use of computer games for recovery. Furthermore, participants with emotion focussed coping style showed a higher tendency to use games for recovery than participants with problem focussed coping style. The relationship between work-related fatigue and game use for recovery purposes was moderated by social support: The stress buffering function of video and computer games was more important for participants receiving less social support. These participants showed a stronger relation between work-related fatigue and the use of games for recovery than participants receiving more social support.