Background and aims: Previous studies have reported that stronger avatar identification and negative self-concept are associated with gaming disorder (GD). This study aimed to examine the value and significance of avatars based on firsthand accounts from regular and problematic gamers, and to identify any potential links between avatar-related experiences and excessive gaming. Methods: An online survey of 993 adult gamers yielded 3,972 text responses. Qualitative analysis of 59,059 words extracted 10 categories of avatar-related perspectives. Results: Some problem and non-problem gamers employed sentimental language (e.g., 'dear friend', 'like a child', 'part of my soul') to refer to their avatar. However, most participants perceived avatar...
Customization of an in-game character, or avatar, is a core feature in modern video games and has ...
The study of the player-avatar relationship has been central to scholars of video games and virtual ...
Gamers use avatars to represent themselves to interact with others in online games. However, gamers’...
Some video-gaming activities feature customizable avatars that enable users to fulfil self-identity ...
The concept of self has become increasingly relevant to understanding the psychological mechanisms o...
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...
Aims: The avatar constitutes the in-game representation of the gamer. Although aspects of the user-a...
Aims: The avatar constitutes the in-game representation of the gamer. Although aspects of the user-a...
Gamers represent themselves in online gaming worlds through their avatars. The term “Proteus Effect”...
Gamers represent themselves in online gaming worlds through their avatars. The term “Proteus Effect”...
Internet gaming disorder (IGD) is a rapidly expanding psychopathological manifestation necessitating...
This paper examines avatar creation and identification in videogames by exploring how players projec...
Background and aims: Gaming disorder [GD] risk has been associated with the way gamers bond with the...
Video games have become a prominent part of United States culture. As of 2017, over 155 million Amer...
Customization of an in-game character, or avatar, is a core feature in modern video games and has ...
The study of the player-avatar relationship has been central to scholars of video games and virtual ...
Gamers use avatars to represent themselves to interact with others in online games. However, gamers’...
Some video-gaming activities feature customizable avatars that enable users to fulfil self-identity ...
The concept of self has become increasingly relevant to understanding the psychological mechanisms o...
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...
Aims: The avatar constitutes the in-game representation of the gamer. Although aspects of the user-a...
Aims: The avatar constitutes the in-game representation of the gamer. Although aspects of the user-a...
Gamers represent themselves in online gaming worlds through their avatars. The term “Proteus Effect”...
Gamers represent themselves in online gaming worlds through their avatars. The term “Proteus Effect”...
Internet gaming disorder (IGD) is a rapidly expanding psychopathological manifestation necessitating...
This paper examines avatar creation and identification in videogames by exploring how players projec...
Background and aims: Gaming disorder [GD] risk has been associated with the way gamers bond with the...
Video games have become a prominent part of United States culture. As of 2017, over 155 million Amer...
Customization of an in-game character, or avatar, is a core feature in modern video games and has ...
The study of the player-avatar relationship has been central to scholars of video games and virtual ...
Gamers use avatars to represent themselves to interact with others in online games. However, gamers’...