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Dylan Poulus

Biographic Data

ID6363209
NAMEDylan Poulus
GIVEN NAMESDylan
FAMILY NAMEPoulus
SIGNATUREPOULUS D
AFFILIATIONSSouthern Cross University
ORCID0000-0003-4502-6821
VERIFIEDYes
TOTAL WORKS12
TOTAL CITATIONS0
WORKS AS AUTHOR12
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2020
LATEST PUBLICATION YEAR2026
H-INDEX0
  • Burnout in Esports

    Open Access•Dylan Poulus, Sandrine Isoard‐Gautheur et al.•ARTICLE•Scandinavian Journal of Psychology•2026

    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

    Open Access•Dylan Poulus, Mitchell Nicholson et al.•ARTICLE•Applied Psychology•2026•References: 4

    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

    Open Access•Kaiden Hein, Benjamin X Loriente et al.•ARTICLE•Current Psychology•2025

    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

    Open Access•Mohammed Qasim Latifi, Dylan Poulus et al.•ARTICLE•Behaviour and Information…•2025

    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

    Open Access•Deon Tullett-Prado, Bruno Schivinski et al.•ARTICLE•Behaviour and Information…•2025

    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

    Open Access•Vasileios Stavropoulos, Maria Prokofieva et al.•ARTICLE•Journal of Behavioral Addictions•2024

    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

    Open Access•Dylan Poulus, Jack Sargeant et al.•ARTICLE•Computers in Human Behavior•2024

    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

    Open Access•Benjamin T Sharpe, Oliver Leis et al.•ARTICLE•Applied Psychology•2024

    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

    Open Access•Kaiden Hein, Connor Conkey-Morrison et al.•ARTICLE•Acta Psychologica•2024

    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

    Sarah L Eddy, Sarah Eddy et al.•ARTICLE•Psychology and Sexuality•2024•References: 2

    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

    Open Access•Kabir Bubna, Michael G Trotter et al.•ARTICLE•Frontiers in Sports and Active…•2023•References: 2

    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

    Open Access•Michael G Trotter, Tristan J Coulter et al.•ARTICLE•International Journal of…•2020

    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

    Open Access•Michael G Trotter, Tristan J Coulter et al.•ARTICLE•International Journal of…•2020

    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

    Open Access•Kabir Bubna, Michael G Trotter et al.•ARTICLE•Frontiers in Sports and Active…•2023•References: 2

    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

    Open Access•Vasileios Stavropoulos, Maria Prokofieva et al.•ARTICLE•Journal of Behavioral Addictions•2024

    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

    Open Access•Dylan Poulus, Jack Sargeant et al.•ARTICLE•Computers in Human Behavior•2024

    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

    Open Access•Benjamin T Sharpe, Oliver Leis et al.•ARTICLE•Applied Psychology•2024

    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

    Open Access•Kaiden Hein, Connor Conkey-Morrison et al.•ARTICLE•Acta Psychologica•2024

    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

    Sarah L Eddy, Sarah Eddy et al.•ARTICLE•Psychology and Sexuality•2024•References: 2

    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

    Open Access•Kaiden Hein, Benjamin X Loriente et al.•ARTICLE•Current Psychology•2025

    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

    Open Access•Mohammed Qasim Latifi, Dylan Poulus et al.•ARTICLE•Behaviour and Information…•2025

    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

    Open Access•Deon Tullett-Prado, Bruno Schivinski et al.•ARTICLE•Behaviour and Information…•2025

    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

    Open Access•Dylan Poulus, Sandrine Isoard‐Gautheur et al.•ARTICLE•Scandinavian Journal of Psychology•2026

    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

    Open Access•Dylan Poulus, Mitchell Nicholson et al.•ARTICLE•Applied Psychology•2026•References: 4

    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)

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