User-Avatar Bond and psychological distress profiling: longitudinal impacts on Internet Gaming Disorder.

Objective: This study investigates the role of the User-Avatar Bond and psychological distress as risk factors for Internet Gaming Disorder over time. Method: A sample of 458 online gamers (mean age = 28.7, SD = 10.2) participated in surveys administered across two waves, six months apart. Using Lat...

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Publicado en:Clinical Psychologist Vol. 30; no. 1; pp. 66 - 84
Autores principales: Wilson, Natasha, Stavropoulos, Vasileios, Latifi, Qasim, Brown, Taylor
Formato: research tables/charts Journal Article
Publicado: Taylor & Francis Ltd Mar2026
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Mar2026
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      pub: Taylor & Francis Ltd
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        10.1080/13284207.2025.2570761
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        atl: User-Avatar Bond and psychological distress profiling: longitudinal impacts on Internet Gaming Disorder.
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        au:
          Wilson, Natasha
          Stavropoulos, Vasileios
          Latifi, Qasim
          Brown, Taylor
        affil: Applied Health, School of Health and Biomedical Sciences, RMIT University, Melbourne, Australia
      sug:
        subj:
          Avatars
          Psychological Distress
          Internet Addiction Risk Factors
          Video Games Adverse Effects
          Behavior, Addictive
          Risk Assessment
          Human
          Funding Source
          Male
          Female
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          Colleges and Universities
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          Coefficient alpha
          One-Way Analysis of Variance
          Post Hoc Analysis
          Descriptive Statistics
          Data Analysis Software
          Questionnaires
          Psychological Tests
          Scales
          Anxiety Psychosocial Factors
          Depression Psychosocial Factors
          Immersion
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          Adolescent: 13-18 years
          Adult: 19-44 years
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          Aged: 65+ years
          Male
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      ab: Objective: This study investigates the role of the User-Avatar Bond and psychological distress as risk factors for Internet Gaming Disorder over time. Method: A sample of 458 online gamers (mean age = 28.7, SD = 10.2) participated in surveys administered across two waves, six months apart. Using Latent Profile Analysis, the study identified subgroups based on User-Avatar Bond and psychological distress (depression, anxiety, and stress). ANOVA analyses assessed differences in Internet Gaming Disorder symptoms among these subgroups. Results: Four distinct gamer profiles emerged: Compensated Gamers, Disengaged Gamers, High Distress, Engaged Gamers, and Immersed Gamers. Profiles with high psychological distress and intense avatar identification showed significantly higher symptoms of Internet Gaming Disorder. Conclusions: The findings underscore the importance of tailored interventions that address both psychological distress and levels of engagement with digital avatars in reducing Internet Gaming Disorder risk. Gamified e-health tools using personalised digital characters may promote balanced avatar engagement. KEY POINTS: What is already known about this topic: (1) The User-Avatar Bond (UAB) is a significant factor in understanding Internet Gaming Disorder (IGD), particularly due to its dimensions of identification, immersion, and compensation, which can intensify gaming engagement. (2) IGD risk is associated with co-occurring psychological distress, including symptoms of depression, anxiety, and stress, which may prompt individuals to engage in gaming as a coping mechanism. (3) Existing studies have identified distinct gamer profiles, revealing variability in IGD risk and emphasising the need for targeted intervention approaches. What this topic adds: (1) This study's use of Latent Profile Analysis (LPA) demonstrates that gamers can be grouped based on psychological distress levels and UAB engagement, with each profile reflecting different IGD risk patterns. (2) Findings suggest that high avatar engagement alone is not sufficient to indicate IGD risk; rather, psychological vulnerabilities and avatar attachment combined increase susceptibility, particularly among High Distress, Engaged (HDE) gamers. (3) The study underscores the potential of using tailored, profile-specific interventions to support gamers at different IGD risk levels, promoting mental health and adaptive gaming behaviours.
      pubtype: Academic Journal
      doctype:
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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