Researchers from Poland's SWPS University of Social and Human Sciences and the Stefan Batory Academy of Applied Sciences have developed the world's first scale for measuring so-called "post-game depression" — a feeling of emptiness that arises after completing a large-scale video game. The findings were published in the international journal Current Psychology.
Video games are currently the third most popular leisure activity in the world, behind only television and social media, with 53% of people aged 6 to 64 playing them regularly. Modern games are becoming increasingly complex, realistic, and emotionally rich.
Psychologists Kamil Janowicz and Piotr Klimczyk surveyed 373 players and developed a dedicated Post-Game Depression Scale (P-GDS). Their research identified four key aspects of the phenomenon:
The researchers found that fans of role-playing games (RPGs) are the most affected by post-game depression. This genre uniquely allows players to make story-shaping decisions and form the strongest emotional bonds with their characters. People who tend toward pessimistic thinking and have difficulty managing emotions in real life also experience the condition more intensely.
"Post-game depression is a specific form of grief over loss, resembling the end of a relationship or the close of an important life chapter," explains Dr. Janowicz. "For many gamers, the virtual world becomes such a powerful source of emotion that returning to everyday life requires time and psychological resources."
Based on their analysis, the researchers concluded that post-game depression is a complex enough phenomenon to be understood as a cluster of diverse, interconnected difficult experiences. They also noted that gaming rumination was the most intensely felt aspect, while media anhedonia was the least intense.
The researchers emphasize that the identified symptoms correlate with a decline in players' overall well-being. Understanding these processes raises new ethical questions for developers: when building deep virtual worlds, game studios should now consider the psychological impact their projects will have on players once the story ends.
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