The Physical, Emotional, and Identity User-Avatar Association with Disordered Gaming
A Pilot Study
Bibliographic Data
| ID | 15440370 |
|---|---|
| Authors | Vasileios Stavropoulos (0000-0001-6964-4662, Cairnmillar Institute), Emma Dumble (Cairnmillar Institute), Sandra Cokorilo (Cairnmillar Institute), Mark D Griffiths (0000-0001-8880-6524, Nottingham Trent University, corresponding author), Halley M Pontes (0000-0001-8020-7623, University of Tasmania) |
| Year | 2019 |
| Volume | 20 |
| Issue | 1 |
| Pages | 183-195 |
| Publication date | 2019-10-30 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | International Journal of Mental Health and Addiction (JOURNAL) |
| Journal identifiers | ISSN: 1557-1874 • E-ISSN: 1557-1882 |
| Publisher | Springer Science+Business Media (PUBLISHER • DE) |
| DOI | 10.1007/s11469-019-00136-8 |
| OpenAlex | W2982589093 |
| Language | EN |
| Citations received | 8 |
| References cited | 36 |
Internet gaming disorder (IGD) is a rapidly expanding psychopathological manifestation necessitating further research and clinical attention. Although recent research has investigated relationships between user-avatar and excessive gaming, little is known about the interplay between IGD and avatar self-presence and its dimensions (i.e., the physical, emotional, and identity bond developed between the user and the in-game character). The aim of the present pilot study was twofold: (i) to investigate the associations between physical, emotional, and identity aspects of self-presence associate and IGD severity, and (ii) to assess IGD variations longitudinally in relation to the three dimensions of self-presence (i.e., proto-self-presence, core-self-presence, and extended-self-presence). The sample comprised 125 young adults aged between 18 and 29 years who underwent either (i) three offline measurements (1 month apart, over 3 months) or (ii) a cross-sectional online measurement. Regression and latent growth analysis indicated that the initial intensity of the physical, emotional, and identity self-presence aspects associated with IGD severity, but not to its longitudinal change. Overall, young adult gamers may exhibit higher IGD risk and severity when the experience of physical, emotional, and identity bonding with their in-game character is pronounced. The implications surrounding treatment and preventative policy recommendations are further discussed
Association (psychology · Avatar · Developmental psychology · Health psychology · Identity (music · Psychopathology · Psychotherapist · Public health · Child Development and Digital Technology · Clinical Psychology · Digital Mental Health Interventions · Impact of Technology on Adolescents · Medicine · Psychology
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Developing an intense player-avatar relationship and feeling disconnected by the physical body
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‘What’s up with ur emotions?’ Untangling emotional user experience on Second Life and Facebook
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Diagnostic and Statistical Manual of Mental Disorders
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Circumplex Model of Marital and Family Systems
Longitudinal Modeling with Randomly and Systematically Missing Data
The Effect of Sampling Error on Convergence, Improper Solutions, and Goodness-of-Fit Indices for Maximum Likelihood Confirmatory Factor Analysis
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Cutoff criteria for fit indexes in covariance structure analysis
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Measuring DSM-5 internet gaming disorder
Identification of the hikikomori syndrome of social withdrawal
Internet Gaming Disorder Behaviors in Emergent Adulthood
Being There
Depression, Internet Gaming Disorder, and the Moderating Effect of the Gamer-Avatar Relationship
Measurement Invariance of the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF) Between Australia, the USA, and the UK
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Virtually Real
Multimodel Inference
| Citations per year | 1.33 |
|---|---|
| Citation span | 2020 - 2026 (7) |
| Highly cited | No |