Player-avatar interactions in habitual and problematic gaming
A qualitative investigation
Bibliographic Data
| ID | 21882310 |
|---|---|
| Authors | Raquel Green (The University of Adelaide, corresponding author), Paul H Delfabbro (1School of Psychology, The University of Adelaide, Australia), P Delfabbro (0000-0002-0466-5611, The University of Adelaide, corresponding author), Daniel L King (0000-0002-1762-2581, Flinders University, corresponding author) |
| Year | 2021 |
| Volume | 10 |
| Issue | 2 |
| Pages | 223-233 |
| Publication date | 2021-07-19 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Journal of Behavioral Addictions (JOURNAL) |
| Journal identifiers | ISSN: 2062-5871 • E-ISSN: 2063-5303 |
| Publisher | Akademiai Kiado Zrt. (PUBLISHER • HU) |
| DOI | 10.1556/2006.2021.00038 |
| PMID | 34280128 |
| OpenAlex | W3184135160 |
| Language | EN |
| Citations received | 9 |
| References cited | 60 |
Addiction · Avatar · Developmental psychology · Feeling · Human–computer interaction · Interactivity · Multimedia · Impact of Technology on Adolescents · Mind wandering and attention · Psychology · Social Psychology · Virtual Reality Applications and Impacts
The acculturation experiences of Chinese international tertiary students in Australia
Paying for beloved game characters
Developing an intense player-avatar relationship and feeling disconnected by the physical body
Can AI-powered non-player characters improve players' subjective well-being in virtual world games? A mixed-methods approach
Virtual characters, real emotions
“I am the character, the character is me”
Problematic gaming
Player-avatar bonds and gaming benefits and risks
Is There a Difference Between the Real Self and the Virtual Self of Internet Game Players? The Effect of Avatar Identity
Advances In Experimental Social Psychology
Expert appraisal of criteria for assessing gaming disorder
Preventing problematic internet use during the Covid-19 pandemic
Player Identification in Online Games
Problematic involvement in online games
The cognitive psychology of Internet gaming disorder
Screening and assessment tools for gaming disorder
High Involvement Versus Pathological Involvement in Video Games
Consolidated criteria for reporting qualitative research (Coreq)
Face validity evaluation of screening tools for gaming disorder
Which conditions should be considered as disorders in the International Classification of Diseases (ICD-11) designation of “other specified disorders due to addictive behaviors”
An international consensus for assessing internet gaming disorder using the new DSM ‐5 approach
Problematic online gaming and the Covid-19 pandemic
The Ideal Elf
I am (not) my avatar
Unraveling the Genetic and Environmental Relationship Between Well-Being and Depressive Symptoms Throughout the Lifespan
Neural Correlates of Distorted Self-concept in Individuals With Internet Gaming Disorder
The Role of Context in Online Gaming Excess and Addiction
EverQuest—It’s Just a Computer Game Right? An Interpretative Phenomenological Analysis of Online Gaming Addiction
Depression, Internet Gaming Disorder, and the Moderating Effect of the Gamer-Avatar Relationship
Internet Gaming Disorder
The Physical, Emotional, and Identity User-Avatar Association with Disordered Gaming
The Video Game Experience as “True” Identification
An Iterative Approach to Qualitative Data Analysis
Confusing Categories and Themes
Virtually Real
| Citations per year | 3 |
|---|---|
| Citation span | 2023 - 2026 (4) |
| Highly cited | No |