User-avatar bond profiles : how do they associate with disordered gaming?
- Authors: Stavropoulos, Vasileios , Gomez, Rapson , Mueller, Astrid , Yucel, Murat , Griffiths, Mark
- Date: 2020
- Type: Text , Journal article
- Relation: Addictive Behaviors Vol. 103, no. (2020), p.
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- Description: 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 (Mage = 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. © 2019 Elsevier Ltd
- Description: Murat Yucel has received funding from Monash University , and Australian Government funding bodies such as the National Health and Medical Research Council (NHMRC; including Fellowship #APP1117188 ), the Australian Research Council (ARC), and the Department of Industry, Innovation and Science. He has also received philanthropic donations from the David Winston Turner Endowment Fund, Wilson Foundation, as well as payment from law firms in relation to court and/or expert witness reports. The funding sources had no role in the design, management, data analysis, presentation, or interpretation and write-up of the data.
Proteus effect profiles : how do they relate with disordered gaming behaviours?
- Authors: Stavropoulos, Vasileios , Pontes, Halley , Gomez, Rapson , Schivinski, Bruno , Griffiths, Mark
- Date: 2020
- Type: Text , Journal article
- Relation: Psychiatric Quarterly Vol. 91, no. 3 (2020), p. 615-628
- Full Text: false
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- Description: Gamers represent themselves in online gaming worlds through their avatars. The term “Proteus Effect” (PE) defines the potential influences of the gamers’ avatars on their demeanour, perception and conduct and has been linked with excessive gaming. There is a significant lack of knowledge regarding likely distinct PE profiles and whether these could be differentially implicated with disordered gaming. A normative group of 1022 World of Warcraft (WoW) gamers were assessed in the present study (Mean age = 28.60 years). The Proteus Effect Scale (PES) was used to evaluate the possible avatar effect on gamers’ conduct, and the Internet Gaming Disorder Scale–Short-Form was used to examine gaming disorder behaviors. Latent class profiling resulted in three distinct PE classes, ‘non-influenced-gamers’ (NIGs), ‘perception-cognition-influenced-gamers’ (PCIGs), and ‘emotion-behaviour-influenced-gamers’ (EBIGs). The NIGs reported low rates across all PES items. The PCIGs indicated higher avatar influence in their perception-experience but did not report being affected emotionally. The EBIGs indicated significantly higher avatar influence in their emotion and behaviour than the other two classes but reported stability in their perception of aspects independent of their avatar. Gaming disorder behaviours were reduced for the NIGs and progressively increased for the PCIGs and the EBIGs. © 2020, Springer Science+Business Media, LLC, part of Springer Nature.