Kaiden Hein
Biographic Data
| ID | 7843147 |
|---|---|
| NAME | Kaiden Hein |
| GIVEN NAMES | Kaiden |
| FAMILY NAME | Hein |
| SIGNATURE | HEIN K |
| AFFILIATIONS | RMIT University |
| ORCID | 0000-0002-1758-9208 |
| VERIFIED | Yes |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 4 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2022 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
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…
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…
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…
Cross-Addiction Risk Profile Associations with Covid-19 Anxiety
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Cross-Addiction Risk Profile Associations with Covid-19 Anxiety
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…
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…
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…
Psychology (4 works) · Clinical Psychology (3 works) · Digital Mental Health Interventions (3 works) · Impact of Technology on Adolescents (3 works) · Anxiety (2 works) · Avatar (2 works) · Cognitive psychology (2 works) · Computer Science (2 works) · Developmental psychology (2 works) · Human–computer interaction (2 works)