Some video-gaming activities feature customizable avatars that enable users to fulfil self-identity needs. Research evidence (e.g., fMRI and survey studies) has suggested that poorer self-concept and stronger avatar identification are associated with problematic gaming. Player-avatar relationships have thus been proposed to require attention in gaming disorder assessment and interventions. To examine the interplay of player-avatar interactions in problematic gaming, this study investigated whether avatar identification differed according to avatar characteristics and game types, and whether the association between avatar identification and problem gaming was mediated by self-concept clarity. A total of 993 adult respondents completed an onl...
Avatars or agents are digitized self-representations of a player in mediated environments. While usi...
Literature currently presents many studies on the self in the context of Massively Multiplayer Onlin...
We explored the potential of avatar-based games as a method of influencing mood. Factors such as ava...
The concept of self has become increasingly relevant to understanding the psychological mechanisms o...
Background and aims: Previous studies have reported that stronger avatar identification and negative...
Gaming disorder (GD) has been recognized as a mental health problem, resulting in adverse and psycho...
Internet gaming disorder (IGD) is a rapidly expanding psychopathological manifestation necessitating...
This study aims to analyze virtual self-discrepancy (VSD), avatar identification, and gaming addicti...
Video games have become a prominent part of United States culture. As of 2017, over 155 million Amer...
Massively Multiplayer Online Role Playing Games (MMORPGs) are virtual spaces in which gamers are abl...
This paper examines avatar creation and identification in videogames by exploring how players projec...
Customization of an in-game character, or avatar, is a core feature in modern video games and has ...
Internet gaming disorder (IGD) is a rapidly expanding psychopathological manifestation necessitating...
We investigate the role played by bodily self-perception and social self-presentation in addiction t...
Aims: The avatar constitutes the in-game representation of the gamer. Although aspects of the user-a...
Avatars or agents are digitized self-representations of a player in mediated environments. While usi...
Literature currently presents many studies on the self in the context of Massively Multiplayer Onlin...
We explored the potential of avatar-based games as a method of influencing mood. Factors such as ava...
The concept of self has become increasingly relevant to understanding the psychological mechanisms o...
Background and aims: Previous studies have reported that stronger avatar identification and negative...
Gaming disorder (GD) has been recognized as a mental health problem, resulting in adverse and psycho...
Internet gaming disorder (IGD) is a rapidly expanding psychopathological manifestation necessitating...
This study aims to analyze virtual self-discrepancy (VSD), avatar identification, and gaming addicti...
Video games have become a prominent part of United States culture. As of 2017, over 155 million Amer...
Massively Multiplayer Online Role Playing Games (MMORPGs) are virtual spaces in which gamers are abl...
This paper examines avatar creation and identification in videogames by exploring how players projec...
Customization of an in-game character, or avatar, is a core feature in modern video games and has ...
Internet gaming disorder (IGD) is a rapidly expanding psychopathological manifestation necessitating...
We investigate the role played by bodily self-perception and social self-presentation in addiction t...
Aims: The avatar constitutes the in-game representation of the gamer. Although aspects of the user-a...
Avatars or agents are digitized self-representations of a player in mediated environments. While usi...
Literature currently presents many studies on the self in the context of Massively Multiplayer Onlin...
We explored the potential of avatar-based games as a method of influencing mood. Factors such as ava...