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...
| Publicado en: | Clinical Psychologist Vol. 30; no. 1; pp. 66 - 84 |
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| Autores principales: | , , , |
| Formato: | research tables/charts Journal Article |
| Publicado: |
Taylor & Francis Ltd
Mar2026
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=192007631&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 192007631 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 13284207 V1U jtl: Clinical Psychologist issn: 13284207 maglogo: Y pubinfo: dt: Mar2026 vid: 30 iid: 1 pid: 377 pub: Taylor & Francis Ltd place: Philadelphia, Pennsylvania artinfo: ui: 192007631 188895011 192007631 192007631 10.1080/13284207.2025.2570761 192007631 ppf: 66 ppct: 18 formats: tig: atl: User-Avatar Bond and psychological distress profiling: longitudinal impacts on Internet Gaming Disorder. aug: 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 Prospective Studies Surveys Colleges and Universities Schools Child Adolescence Adult Middle Age Aged 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 Child: 6-12 years Adolescent: 13-18 years Adult: 19-44 years Middle Aged: 45-64 years Aged: 65+ years Male Female 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 refInfo: holdings: @attributes: islocal: N |
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