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Kaiden Hein

Biographic Data

ID7843147
NAMEKaiden Hein
GIVEN NAMESKaiden
FAMILY NAMEHein
SIGNATUREHEIN K
AFFILIATIONSRMIT University
ORCID0000-0002-1758-9208
VERIFIEDYes
TOTAL WORKS4
TOTAL CITATIONS0
WORKS AS AUTHOR4
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2022
LATEST PUBLICATION YEAR2025
H-INDEX0
  • 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…

  • 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…

  • 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…

  • Cross-Addiction Risk Profile Associations with Covid-19 Anxiety

    Open Access•Brendan Dowd, Kaiden Hein et al.•ARTICLE•International Journal of Mental…•2022

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  • Cross-Addiction Risk Profile Associations with Covid-19 Anxiety

    Open Access•Brendan Dowd, Kaiden Hein et al.•ARTICLE•International Journal of Mental…•2022

  • 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…

  • 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…

  • 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…

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)

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