2014
DOI: 10.1111/jcom.12107
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The Guilty Couch Potato: The Role of Ego Depletion in Reducing Recovery Through Media Use

Abstract: This article addresses ego depletion as a mechanism influencing media‐based stress recovery processes. Using structural equation modeling, relationships between ego depletion, procrastination, guilt, enjoyment, vitality, and recovery experience were tested using data from an online survey (N = 471). Results suggest that ego depletion may increase the risk of negatively appraising the use of interactive (video games) and noninteractive (television) entertaining media as a form of procrastination. The resulting … Show more

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Cited by 116 publications
(118 citation statements)
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“…Additionally, in terms of least preferred choices, depleted participants were more likely to avoid challenging films than the non-depleted. The self-control related findings are in line with and support past empirical research indicating that self-control processes are related to entertainment media use (Hofmann et al, 2012;Panek, 2014;Reinecke, 2009;Reinecke et al, 2014;Wagner et al, 2012). In particular, this work extends and refines the initial relationships explored by Eden et al (2015), to illustrate that selfcontrol predicts a selective pattern of media entertainment use, in which greater self-control resources enable the selection of more affectively and cognitively challenging media content.…”
Section: Discussionsupporting
confidence: 74%
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“…Additionally, in terms of least preferred choices, depleted participants were more likely to avoid challenging films than the non-depleted. The self-control related findings are in line with and support past empirical research indicating that self-control processes are related to entertainment media use (Hofmann et al, 2012;Panek, 2014;Reinecke, 2009;Reinecke et al, 2014;Wagner et al, 2012). In particular, this work extends and refines the initial relationships explored by Eden et al (2015), to illustrate that selfcontrol predicts a selective pattern of media entertainment use, in which greater self-control resources enable the selection of more affectively and cognitively challenging media content.…”
Section: Discussionsupporting
confidence: 74%
“…We see that reflected in the work of Muraven and Baumeister (2000), Reinecke (2009), andReinecke et al (2014), who suggested that use of entertainment media can restore depleted self-control and act as a recovery process for fatigued individuals. Therefore, we argue that our findings do not condemn the choices of the creature seeking comfort in media.…”
Section: Discussionmentioning
confidence: 99%
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“…And yet, the experience that results from computer and video game play can vary greatly depending on a player's life experience -both in terms of the context resulting from their situation at the moment of play (i.e., states), and the type of person who they are in general (i.e., traits). For example, individuals who enter into game play when in a state of ego-depletion -a state of reduced selfcontrol from having exerted effort and willpower -are more likely to negatively appraise their time spent playing games, feel guilt over having played, and profit less from the demonstrated benefits of games [33]. Also, individuals who have low satisfaction of their basic psychological needs in life experience less enjoyment, more tension, and higher negative affect post-play [32]; this type of engagement with games is characterized as an obsessive passion [32].…”
Section: Introductionmentioning
confidence: 99%