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 ...
Gamers use avatars to represent themselves to interact with others in online games. However, gamers’...
This study explored the relationship between people who play massively multiplayer online roleplayin...
Avatars or agents are digitized self-representations of a player in mediated environments. While usi...
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”...
This study aims to analyze virtual self-discrepancy (VSD), avatar identification, and gaming addicti...
Gamers represent themselves in online gaming worlds through their avatars. The term “Proteus Effect”...
Background and aims: Previous studies have reported that stronger avatar identification and negative...
Some video-gaming activities feature customizable avatars that enable users to fulfil self-identity ...
Internet gaming disorder (IGD) is a rapidly expanding psychopathological manifestation necessitating...
Internet gaming disorder (IGD) is a rapidly expanding psychopathological manifestation necessitating...
The concept of self has become increasingly relevant to understanding the psychological mechanisms o...
Massively Multiplayer Online Role Playing Games (MMORPGs) are virtual spaces in which gamers are abl...
Background and aims: Gaming disorder [GD] risk has been associated with the way gamers bond with the...
Gamers use avatars to represent themselves to interact with others in online games. However, gamers’...
This study explored the relationship between people who play massively multiplayer online roleplayin...
Avatars or agents are digitized self-representations of a player in mediated environments. While usi...
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”...
This study aims to analyze virtual self-discrepancy (VSD), avatar identification, and gaming addicti...
Gamers represent themselves in online gaming worlds through their avatars. The term “Proteus Effect”...
Background and aims: Previous studies have reported that stronger avatar identification and negative...
Some video-gaming activities feature customizable avatars that enable users to fulfil self-identity ...
Internet gaming disorder (IGD) is a rapidly expanding psychopathological manifestation necessitating...
Internet gaming disorder (IGD) is a rapidly expanding psychopathological manifestation necessitating...
The concept of self has become increasingly relevant to understanding the psychological mechanisms o...
Massively Multiplayer Online Role Playing Games (MMORPGs) are virtual spaces in which gamers are abl...
Background and aims: Gaming disorder [GD] risk has been associated with the way gamers bond with the...
Gamers use avatars to represent themselves to interact with others in online games. However, gamers’...
This study explored the relationship between people who play massively multiplayer online roleplayin...
Avatars or agents are digitized self-representations of a player in mediated environments. While usi...