Original Articles“It Feels More Real” An Interpretive Phenomenological Study of the Meaning of Video Games in Adolescent LivesForsyth, Susan R. PhD, RN; Chesla, Catherine A. PhD, RN, FAAN; Rehm, Roberta S. PhD, RN, FAAN; Malone, Ruth E. PhD, RN, FAANAuthor Information Social and Behavioral Sciences (Drs Forsyth and Malone) and Family Health Care Nursing (Drs Chesla and Rehm), University of California, San Francisco; and School of Nursing, Samuel Merritt University, Oakland, California (Dr Forsyth). Correspondence: Susan R. Forsyth, PhD, RN, Department of Social and Behavioral Sciences, 3333 California St, LHts-455, Box 0612, San Francisco, CA 94118 ([email protected]). We thank Quinn Grundy, Kate Horton, and Leslie Dubbin for their invaluable feedback.The authors disclosed the receipt of the following financial support for the research, authorship, and/or publication of this article. Susan Forsyth is funded by a dissertation award from the Tobacco-Related Disease Research Program (TRDRP), grant #22DT-0003.The authors have disclosed that they have no significant relationships with, or financial interest in, any commercial companies pertaining to this article.Supplemental digital content is available for this article. Direct URL citation appears in the printed text and is provided in the HTML and PDF versions of this article on the journal's Web site (www.advancesinnursingscience.com). Advances in Nursing Science: October/December 2017 - Volume 40 - Issue 4 - p E1-E17 doi: 10.1097/ANS.0000000000000183 Buy SDC Metrics Abstract The pervasiveness of video gaming among adolescents today suggests a need to understand how gaming affects identity formation. We interviewed 20 adolescents about their experiences of playing, asking them to describe how they used games and how game playing affected their real-world selves. Adolescents presented a complicated developmental picture: gaming placed players into virtual worlds that felt “real”; games were used to practice multiple identities; and gaming, often undertaken within a world of hyperviolence, provided stress relief, feelings of competence, and relaxation. Gaming occurred in complex “virtual” but “real” social arenas where adolescents gathered to interact, emulate, and develop identities. © 2017 Wolters Kluwer Health, Inc. All rights reserved.