Understanding both the risk and protective factors associated with Internet Gaming Disorder (IGD) has been viewed by many in the gaming studies field as an area of research priority. The present study focused on the potential risk and protective effects of user-avatar (game figure) relationship and physical activity (PA) respectively. To address these aims, a cross-sectional and a longitudinal mixed-methods design were combined (comprising both psychological and physiological assessments). A sample of 121 emerging adult gamers (18-29 years) residing in Australia, who played massively multiplayer online games, were assessed in relation to their IGD behaviors using the nine-item Internet Gaming Disorder Scale-Short Form. Additionally, the Proto-Self-Presence scale was used to evaluate the extent to which gamers identified with the body of their avatar.Finally, a PA monitor (Fit-Bit Flex) measured levels of energy consumed during real world daily activities (active minutes). A number of linear regressions and moderation analyses were conducted. Findings confirmed that Proto-SelfPresence functioned as an IGD risk factor and that PA acted protectively, weakening the association between Proto-Self-Presence and IGD behaviors.Implications of these findings are discussed in relation to IGD treatment and gaming development aspects.
Keywords:Internet Gaming Disorder; Proto-Self-Presence; Physical Activity; Emerging Adulthood; Massively Multiplayer Online games. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 Internet Gaming Disorder 3
IntroductionInternet use has grown exponentially, constituting an inherent part of contemporary life (Anderson, Steen & Stavropoulos, 2016). In that context, the userinternet interplay (within the broader human computer interaction filed) has attracted the attention of researchers from a diverse range of scientific disciplines including psychology, information technology, computer science, and sociology (Lazar, Feng, & Hochheiser, 2017). One particularly popular and continuously expanding online application/activity that has gravitated research focus is Internet gaming (Andreassen et al., 2016). More specifically, the potentially positive (e.g., mental health improvements, cultural openness, a sense of meaning and accomplishment, collaboration and emotive stimulation; Smahel, Blinka, & Brown, 2012; Kaplan & Haenlein, 2010; Armitage, Claypool, & Branch, 2006; Billieux et al., 2015; Hsu, Wen, & Wu, 2009;Snodgrass, Lacy, Dengah, & Fagan, 2011) and negative effects (e.g., negative impact on identity formation, physical health and interpersonal relationships; Billieux et al., 2015; Hyun et al., 2015; Kuss, 2013; Hsu et al, 2009;Freeman, 2008) of Internet gaming, depending on the intensity of gaming involvement, have been demonstrated (Anderson et al., 2016). Additionally, the significance of the g...