In this paper we investigate the practice of using video games for digital emotion regulation. In a two-week diary study we collected participants' records on their emotional states and video games experience. Our findings show that people use video games to respond to their reality, to socialise and communicate with their friends. We also show that video games lead to intentional and unintentional emotional outcomes depending on different aspects of the game. Our work provides insights on using video games for digital emotion regulation and directions for future research.
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