The Physical, Emotional, and Identity User-Avatar Association with Disordered Gaming: A Pilot Study.
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 s...
| Publicado en: | International Journal of Mental Health & Addiction Vol. 20; no. 1; pp. 183 - 196 |
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| Autores principales: | , , , , |
| Formato: | Artículo |
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Springer Nature
Feb2022
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| Materias: | |
| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ssf&AN=155105113&site=ehost-live header: @attributes: shortDbName: ssf uiTerm: 155105113 longDbName: Social Sciences Full Text (H.W. Wilson) uiTag: AN controlInfo: bkinfo: jinfo: jid: 15571874 46AW jtl: International Journal of Mental Health & Addiction issn: 15571874 maglogo: N pubinfo: dt: Feb2022 vid: 20 iid: 1 pid: 237 pub: Springer Nature artinfo: ui: 155105113 10.1007/s11469-019-00136-8 ppf: 183 ppct: 13 formats: fmt: – @attributes: type: T – @attributes: type: P size: 622KB tig: atl: The Physical, Emotional, and Identity User-Avatar Association with Disordered Gaming: A Pilot Study. aug: au: Stavropoulos, Vasileios Dumble, Emma Cokorilo, Sandra Griffiths, Mark D. Pontes, Halley M. affil: Cairnmillar Institute, Hawthorn East, Australia International Gaming Research Unit, Psychology Department, Nottingham Trent University, 50 Shakespeare St, NG1 4FQ, Nottingham, UK University of Tasmania, Launceston, Australia su: Gaming disorder Young adults Compulsive gambling Pilot projects sug: subj: Gaming disorder Young adults Compulsive gambling Pilot projects keyword: Gaming addiction Gaming avatar Internet gaming disorder Self-presence Video gaming Gaming addiction Gaming avatar Internet gaming disorder Self-presence Video gaming ab: 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. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: N holdings: @attributes: islocal: N |
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