Dylan Poulus
Biographic Data
| ID | 6363209 |
|---|---|
| NAME | Dylan Poulus |
| GIVEN NAMES | Dylan |
| FAMILY NAME | Poulus |
| SIGNATURE | POULUS D |
| AFFILIATIONS | Southern Cross University |
| ORCID | 0000-0003-4502-6821 |
| VERIFIED | Yes |
| TOTAL WORKS | 12 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 12 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2020 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Burnout in Esports
Athlete burnout is increasingly reported as impacting esports players' wellbeing and performance. This study examined the psychometric properties of the Athlete Burnout Scale (ABO‐S) in esports. The ABO‐S assesses three burnout dimensions: physical exhaustion, reduced sense of accomplishment, and negative feelings toward sport. The study focused on item discrimination and difficulty parameters to establish optimal raw cut‐off scores indicating le…
Mental health and well‐being in esports
The growing popularity of esports has sparked interest in understanding how esports participation might pose unique mental health challenges and opportunities for players. To address this, this scoping review aimed to systematically map mental health and well‐being research in esports. Specifically, we sought to (1) describe the methodological characteristics of existing studies, (2) synthesise findings on mental health and well‐being outcomes an…
Profiling gaming disorder risk
Internet Gaming Disorder (IGD) is characterized by persistent gaming behavior that causes significant social and personal impairment. While most research has focused on individual and game-related factors contributing to IGD, less attention has been given to environmental influences such as family communication (FC), vertically individualistic (VI) values and their interaction effect. This study aimed to (1) profile adult and adolescent gamers ba…
Predicting proteus effect via the user avatar bond
The impact of an avatar on real-world behaviors of users is known as the Proteus Effect. Different user avatar bond (UAB) aspects, including identifying, immersing, and compensating via the avatar, influence an individual’s Proteus Effect propensity. This study aimed to use machine learning (ML) classifiers to automate the prediction of those likely to experience Proteus Effect, based on their reports of identifying, immersing, and compensating w…
A longitudinal analysis of the network structure of internet gaming disorder and its associations with distress
Concerns have arisen regarding the possible addictive nature of videogames, resulting in the provisional recognition of internet gaming disorder (IGD) as a behavioural addiction. However, this classification remains controversial, with arguments abounding regarding its structure and nature. Therefore, the present study examined the network structure/characteristics of nine IGD symptoms and three distress behaviours (i.e. depression, anxiety, and …
Machine Learning(s) in gaming disorder through the user-avatar bond
In response to our study, the commentary by Infanti et al. (2024) raised critical points regarding (i) the conceptualization and utility of the user-avatar bond in addressing gaming disorder (GD) risk, and (ii) the optimization of supervised machine learning techniques applied to assess GD risk. To advance the scientific dialogue and progress in these areas, the present paper aims to: (i) enhance the clarity and understanding of the concepts of t…
Burnout, resilience, and coping among esports players
Burnout among esports players is a serious issue affecting competitive and professional players. The present study investigated the relationship between resilience, coping, and burnout among esports players using network analysis. Esports players (N = 453; Mage = 23.0 years, SD = 4.18; in the top 40% of in-game rank) who competed in one of seven popular team-based esports completed the Connor-Davidson Resilience Scale (CD-RISC-10), Coping Functio…
Reappraisal and mindset interventions on pressurised esport performance
This study investigated the impact of two low‐resource interventions on esport competitors' responses to pressure, focusing primarily on state anxiety, challenge and threat appraisals, and action performance. In Experiment 1, a single‐session arousal reappraisal intervention demonstrated a significant influence on high‐pressure esports performance. Notably, it not only prompted a shift in appraisals from threat to challenge but also reduced cogni…
Examining how gamers connect with their avatars to assess their anxiety
Research has supported that a gamer's attachment to their avatar can offer significant insights about their mental health, including anxiety. To assess this hypothesis, longitudinal data from 565 adult and adolescent participants (M age = 29.3 years, SD = 10.6) was analyzed at two points, six months apart. Respondents were assessed using the User-Avatar Bond (UAB) scale and the Depression Anxiety Stress Scale (DASS) to measure their connection wi…
Disordered gaming
Online gamers represent themselves virtually through their in-game avatar, providing opportunities for connection and self-expression. Prior research indicates associations between aspects of the user-avatar bond (UAB) and more intensive gaming involvement. However, experiences may vary based on individual differences like sexual minority status (i.e. LGBTIQ+), warranting further investigation. Thus, the present study examined whether UAB profile…
Terminology matters
OPINION article Front. Sports Act. Living, 25 August 2023Sec. The History, Culture and Sociology of Sports Volume 5 - 2023 | https://doi.org/10.3389/fspor.2023.1232028
The Association between Esports Participation, Health and Physical Activity Behaviour
We investigated the association between obesity, self-reported physical activity, cigarette smoking, alcohol consumption, and perceived health in esports players, and the influence of player in-game rank. Data was collected with an online survey with an international participant sample of esports players representing five esports and all skill levels ( n = 1772). Esports players were more likely to be categorized as normal weight, or obesity clas…
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The Association between Esports Participation, Health and Physical Activity Behaviour
We investigated the association between obesity, self-reported physical activity, cigarette smoking, alcohol consumption, and perceived health in esports players, and the influence of player in-game rank. Data was collected with an online survey with an international participant sample of esports players representing five esports and all skill levels ( n = 1772). Esports players were more likely to be categorized as normal weight, or obesity clas…
Terminology matters
OPINION article Front. Sports Act. Living, 25 August 2023Sec. The History, Culture and Sociology of Sports Volume 5 - 2023 | https://doi.org/10.3389/fspor.2023.1232028
Machine Learning(s) in gaming disorder through the user-avatar bond
In response to our study, the commentary by Infanti et al. (2024) raised critical points regarding (i) the conceptualization and utility of the user-avatar bond in addressing gaming disorder (GD) risk, and (ii) the optimization of supervised machine learning techniques applied to assess GD risk. To advance the scientific dialogue and progress in these areas, the present paper aims to: (i) enhance the clarity and understanding of the concepts of t…
Burnout, resilience, and coping among esports players
Burnout among esports players is a serious issue affecting competitive and professional players. The present study investigated the relationship between resilience, coping, and burnout among esports players using network analysis. Esports players (N = 453; Mage = 23.0 years, SD = 4.18; in the top 40% of in-game rank) who competed in one of seven popular team-based esports completed the Connor-Davidson Resilience Scale (CD-RISC-10), Coping Functio…
Reappraisal and mindset interventions on pressurised esport performance
This study investigated the impact of two low‐resource interventions on esport competitors' responses to pressure, focusing primarily on state anxiety, challenge and threat appraisals, and action performance. In Experiment 1, a single‐session arousal reappraisal intervention demonstrated a significant influence on high‐pressure esports performance. Notably, it not only prompted a shift in appraisals from threat to challenge but also reduced cogni…
Examining how gamers connect with their avatars to assess their anxiety
Research has supported that a gamer's attachment to their avatar can offer significant insights about their mental health, including anxiety. To assess this hypothesis, longitudinal data from 565 adult and adolescent participants (M age = 29.3 years, SD = 10.6) was analyzed at two points, six months apart. Respondents were assessed using the User-Avatar Bond (UAB) scale and the Depression Anxiety Stress Scale (DASS) to measure their connection wi…
Disordered gaming
Online gamers represent themselves virtually through their in-game avatar, providing opportunities for connection and self-expression. Prior research indicates associations between aspects of the user-avatar bond (UAB) and more intensive gaming involvement. However, experiences may vary based on individual differences like sexual minority status (i.e. LGBTIQ+), warranting further investigation. Thus, the present study examined whether UAB profile…
Profiling gaming disorder risk
Internet Gaming Disorder (IGD) is characterized by persistent gaming behavior that causes significant social and personal impairment. While most research has focused on individual and game-related factors contributing to IGD, less attention has been given to environmental influences such as family communication (FC), vertically individualistic (VI) values and their interaction effect. This study aimed to (1) profile adult and adolescent gamers ba…
Predicting proteus effect via the user avatar bond
The impact of an avatar on real-world behaviors of users is known as the Proteus Effect. Different user avatar bond (UAB) aspects, including identifying, immersing, and compensating via the avatar, influence an individual’s Proteus Effect propensity. This study aimed to use machine learning (ML) classifiers to automate the prediction of those likely to experience Proteus Effect, based on their reports of identifying, immersing, and compensating w…
A longitudinal analysis of the network structure of internet gaming disorder and its associations with distress
Concerns have arisen regarding the possible addictive nature of videogames, resulting in the provisional recognition of internet gaming disorder (IGD) as a behavioural addiction. However, this classification remains controversial, with arguments abounding regarding its structure and nature. Therefore, the present study examined the network structure/characteristics of nine IGD symptoms and three distress behaviours (i.e. depression, anxiety, and …
Burnout in Esports
Athlete burnout is increasingly reported as impacting esports players' wellbeing and performance. This study examined the psychometric properties of the Athlete Burnout Scale (ABO‐S) in esports. The ABO‐S assesses three burnout dimensions: physical exhaustion, reduced sense of accomplishment, and negative feelings toward sport. The study focused on item discrimination and difficulty parameters to establish optimal raw cut‐off scores indicating le…
Mental health and well‐being in esports
The growing popularity of esports has sparked interest in understanding how esports participation might pose unique mental health challenges and opportunities for players. To address this, this scoping review aimed to systematically map mental health and well‐being research in esports. Specifically, we sought to (1) describe the methodological characteristics of existing studies, (2) synthesise findings on mental health and well‐being outcomes an…
Psychology (9 works) · Computer Science (7 works) · Impact of Technology on Adolescents (6 works) · Digital Games and Media (5 works) · Social Psychology (5 works) · Avatar (4 works) · Clinical Psychology (4 works) · Digital Mental Health Interventions (4 works) · Human–computer interaction (4 works) · Anxiety (3 works)