Answers are grounded in this paper and cite their sources.
Whilst video games have shown their capacity to support coping during periods of personal difficulty, there remains a limited understanding of exactly how they scaffold these outcomes. Adopting a Constructivist Grounded Theory approach, this interview study explores the lived experiences of 17 players across three video games: Disco Elysium , Darkest Dungeon , and Stardew Valley . Drawing on the analysis, we propose the Games as Dynamic Coping Systems model, which illustrates a dynamic, recursive relationship between players, game aspects, coping mechanisms and coping outcomes. Our findings provide an in-depth account of the distinct ways in which different games can support coping. The study contributes a theoretical framework that enriches our understanding of gaming as a valuable form of coping during difficult life experiences.
No takes yet. Share an insight, caveat, or question.
Mirhadi et al. (2026) studied this question.
Synapse has enriched 10 related papers. Consider them for comparative context: