Examining how gamers connect with their avatars to assess their anxiety
A novel artificial intelligence approach
Bibliographic Data
| ID | 21283784 |
|---|---|
| Authors | Kaiden Hein (0000-0002-1758-9208, RMIT University), Connor Conkey-Morrison (0009-0000-1020-2333, Victoria University), Tyrone L Burleigh (0000-0002-3405-140X, RMIT University, corresponding author), Dylan Poulus (0000-0003-4502-6821, Southern Cross University), Vasileios Stavropoulos (0000-0001-6964-4662, RMIT University) |
| Year | 2024 |
| Volume | 246 |
| Pages | 104298 |
| Publication date | 2024-06-01 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Acta Psychologica (JOURNAL) |
| Journal identifiers | ISSN: 0001-6918 • E-ISSN: 1873-6297 |
| Publisher | Elsevier BV (PUBLISHER) |
| DOI | 10.1016/j.actpsy.2024.104298 |
| PMID | 38701623 |
| OpenAlex | W4396577500 |
| Language | EN |
| Citations received | 5 |
| References cited | 43 |
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 with their avatar and their risk for anxiety. The records were processed using both untuned and tuned artificial intelligence [AI] classifiers to evaluate present and future anxiety. The findings indicated that AI models are capable of accurately and autonomously discerning cases of anxiety risk based on the gamers' self-reported UAB, age, and duration of gaming, both at present and after six months. Notably, random forest algorithms surpassed other AI models in effectiveness, with avatar compensation emerging as the most significant factor in model training for prospective anxiety. The implications for assessment, prevention, and clinical practice are discussed
Anxiety · Avatar · Cognitive psychology · Developmental psychology · Human–computer interaction · Mental health · Psychiatry · Psychotherapist · Clinical Psychology · Computer Science · Digital Mental Health Interventions · Impact of Technology on Adolescents · Media Influence and Health · Psychology
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| Citations per year | 2.5 |
|---|---|
| Citation span | 2024 - 2025 (2) |
| Highly cited | No |