Aims: The avatar constitutes the in-game representation of the gamer. Although aspects of the user-avatar bond (UAB) have been associated with disordered gaming, there is a need for clearer understanding concerning the impact of potential UAB profiles.
Methods: To address this need, the present study recruited a normative sample of 1022 World of Warcraft (WoW) players (M = 28.55 years, SD = 9.90). Participants completed the User-Avatar Questionnaire (to assess UAB aspects such as identification, immersion, and compensation), the Proteus-Effect Scale (to assess transference of the avatar's behaviour in real life), and the Internet Gaming Disorder Scale-Short-Form (to assess disordered gaming).
Results: Latent class analysis indicated the existence of three UAB profiles, 'differentiated gamers' (DGs), 'identified gamers' (IGs) and 'fused gamers' (FGs). The DGs were characterized by low scores across all UAB aspects. The IGs did not report significant Proteus Effect (PE) or immersion behaviours, and despite being more identified with their avatar, did not significantly compensate through it. The FGs presented with higher PE, immersion, and compensation, although they did not significantly identify with their avatars, possibly due to having idealized them. Disordered gaming behaviours were significantly lower for the DGs and sequentially higher for the IGs and the FGs. Preoccupation and mood modification behaviours related to gaming disorder were distinctively associated with FGs.
Conclusion: Disordered gaming assessment and treatment implications of the UAB profiles are discussed.
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http://dx.doi.org/10.1016/j.addbeh.2019.106245 | DOI Listing |
Curr Issues Personal Psychol
June 2024
: Lleida Institute for Biomedical Research, Dr. Pifarré Foundation, Lleida, Spain.
Background: This study was designed to examine the prevalence and relationships between the Internet gaming disorder (IGD) behaviors, suggested by the Diagnostic and Statistical Manual of Mental Disorders (DSM-5), and personality traits.
Participants And Procedure: A sample community of 1,548 subjects, 707 men and 841 women, with a mean age of 40.90 and 38.
J Educ Health Promot
September 2024
Department of Community Medicine, Geetanjali Medical College and Hospital, Udaipur, Rajasthan, India.
Background: Internet gaming disorder (IGD) is a global problem associated with several psychological complications, such as insomnia, poor academic performance, and aggression. The present study aimed to explore the pattern and correlates of gaming disorder among a sample of medical college students from India and determine the motivational basis for it.
Materials And Methods: An analytical cross-sectional study was conducted at a medical college in Rajasthan from January 2021 to June 2021 after obtaining approval from the Institutional Ethical Committee.
J Paediatr Child Health
December 2024
School of Medicine and Public Health, University of Newcastle, Sydney, New South Wales, Australia.
Aim: Internet use and gaming have increased in daily life. Internet addiction has not been recognised in the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition or 11th Revision of International Classification of Diseases despite gaming addiction having been listed since 2013. Previous studies have shown an association between internet use and weight gain or disordered eating patterns in the general population, however none have addressed this association in a paediatric population.
View Article and Find Full Text PDFAddict Behav Rep
December 2024
Faculty of Psychology, University of Barcelona, Spain.
In recent years, research on disordered gaming has grown substantially with researchers developing different psychometric tools for assessing it. Two of the most prominent assessment tools are the Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) and the Gaming Disorder Test (GDT), which evaluate disordered gaming under the American Psychiatric Association (APA) and the World Health Organization (WHO) frameworks, respectively. The main aim of this study was to assess and compare the scalability, reliability, and validity of both scales to determine if they effectively assess disordered gaming in a normative sample, through the Mokken Scale Analysis (MSA).
View Article and Find Full Text PDFBMC Psychiatry
October 2024
School of Psychology, Aston University, Birmingham, UK.
Background: Research suggests that a two-factor model of impulsivity predicts Substance Use Disorder and Gambling Disorder. We aimed to determine whether a similar factor structure was present for Gaming Disorder (GD) and Internet Gaming Disorder (IGD).
Methods: Secondary data analysis was conducted on survey responses from 372 participants who had completed a series of questions on facets of impulsivity and their involvement in gaming.
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