posted on 2025-07-14, 00:46authored byTrent Footitt
<p dir="ltr">Background: The recent rise of digital media has brought about significant advancements in entertainment and social interactions globally, with a notable increase in online gaming populations. In this evolving landscape, the concept of 'online flow', a state of deep immersive engagement during gameplay, is crucial for understanding player motivations and levels of involvement. This intense immersion, while enhancing gaming experiences, can also present risks. For a subset of gamers, excessive gaming habits influenced by flow states may lead to Internet Gaming Disorder (IGD), often accompanied by significant mental health effects such as depression and anxiety. Previous research has explored the components of flow and depressive symptoms separately, but there is a pressing need to examine how variations in online flow correlate with depressive profiles and contribute to the spectrum of gaming behaviours. This understanding is vital for delineating the complex links between immersive experiences and the development of disordered gaming behaviours. </p><p dir="ltr">Research objectives: This thesis with Publication overarching research objective (ORO) is to identify the framework of the online flow construct and explore its associations with problematic gaming and mental health outcomes. To achieve this, the thesis employs three objectives: first, to profiling gamers based on their flow experiences and differences in disordered gaming behaviours; second, to identify profiles of gamers based on their depressive behaviours and flow experiences; and third, determining the structure of the online flow construct and its potential contribution to disordered gaming patterns. </p><p dir="ltr">Methods: Each of the three empirical studies used the same dataset gathered throughout this project consisting of 565 adult/adolescent participants (mean age = 29.3 years; SD = 10.6, males = 283, 50.1%). Participants were measured on their experiences of online flow, disordered gaming and depression symptoms. Empirical Study One used latent class analysis to identify flow profiles and evaluate their impact on disordered gaming. Empirical Study Two identified profiles based on depressive symptoms and flow experiences, examining their associations with disordered gaming. Empirical Study Three used network analysis to determine the structure of the online flow construct and explore interactions with disordered gaming symptoms. </p><p dir="ltr">Results: For Empirical Study One, five distinct subgroups of online flow experience were identified. In Empirical Study Two, five depressive profiles were identified, with self-deprecation and lack of motivation emerging as key differentiators across profiles. Empirical Study Three established a stable network of online flow components, identifying ‘loss of sense of time’ as the central node with strong connections to other flow features and disordered gaming symptoms. </p><p dir="ltr">Conclusion: The results of this thesis address the ORQ through the establishment of a stable online flow network used to explore the associations with disordered gaming behaviours and mental health outcomes. Specifically, Empirical Study One delineated five distinct online flow profiles, highlighting the 'loss of sense of control' as the most critical factor influencing disordered gaming behaviours across these profiles. This finding underscores the risk factors within immersive gaming environments that can escalate to IGD. Empirical Study Two extended these insights by demonstrating how depressive profiles interacting with elements of online flow can exacerbate disordered gaming behaviours. It notably identified self-value related depressive symptoms as a significant mechanism through which gaming may serve as a maladaptive coping strategy, aligning with the self-medication hypothesis and the compensatory internet use model. Empirical Study Three provided a granular analysis of the structure of the online flow construct, revealing the 'loss of sense of time' as a pivotal component tightly interconnected with other aspects of flow. This study mapped the network pathways that potentially link immersive flow experiences directly to the emergence and perpetuation of disordered gaming patterns.</p><p dir="ltr">Originality/value: The thesis examines the structure of online flow through various methods, producing novel insights into its dual role in gaming, adding to the general understanding of how different flow features can either enhance well-being or foster disordered behaviours. The findings reinforce the importance of understanding the nuanced relationship between flow, gaming, and mental health. By categorising gamers into distinct profiles, the thesis provides a basis for developing personalised intervention strategies, contributing to the ongoing effort to mitigate the risks associated with IGD while recognising the cognitive and social benefits of healthy gaming.</p>