2019
DOI: 10.1016/j.chb.2018.11.007
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Does avatar's character and emotional bond expose to gaming addiction? Two studies on virtual self-discrepancy, avatar identification and gaming addiction in massively multiplayer online role-playing game players

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Cited by 79 publications
(61 citation statements)
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References 29 publications
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“…Furthermore, a closer attachment developed between the gamer and their in-game avatar, especially from a body-connection perception perspective (PSP), might exacerbate the length of game sessions and game-character immersion, resulting in higher dysfunctionality across several everyday life domains (e.g., personal relationships, education, and/or occupation; Burleigh et al 2018;Adams et al 2018;Liew et al 2018). This finding is consistent with research conducted concerning in-game avatar attachment and identification (Leménager et al 2016;Mancini et al 2019) because greater levels of avatar attachment and identification have been found to be risk factors for IGD (Burleigh et al 2018;You et al 2017). Therefore, the perception and experience of the self by the user being bonded (especially from a bodily perspective) with the avatar might need to be accounted for in therapeutic situations because IGD behaviors are interwoven with known avatar-related motivational factors (i.e., avatar performance-related self-esteem, identification, and immersion tendencies; Burleigh et al 2018;Adams et al 2018;Liew et al 2018).…”
Section: Discussionsupporting
confidence: 84%
“…Furthermore, a closer attachment developed between the gamer and their in-game avatar, especially from a body-connection perception perspective (PSP), might exacerbate the length of game sessions and game-character immersion, resulting in higher dysfunctionality across several everyday life domains (e.g., personal relationships, education, and/or occupation; Burleigh et al 2018;Adams et al 2018;Liew et al 2018). This finding is consistent with research conducted concerning in-game avatar attachment and identification (Leménager et al 2016;Mancini et al 2019) because greater levels of avatar attachment and identification have been found to be risk factors for IGD (Burleigh et al 2018;You et al 2017). Therefore, the perception and experience of the self by the user being bonded (especially from a bodily perspective) with the avatar might need to be accounted for in therapeutic situations because IGD behaviors are interwoven with known avatar-related motivational factors (i.e., avatar performance-related self-esteem, identification, and immersion tendencies; Burleigh et al 2018;Adams et al 2018;Liew et al 2018).…”
Section: Discussionsupporting
confidence: 84%
“…The results of their mediation model showed that self-concept clarity was both directly and indirectly (via escape motive) associated with problematic online gaming. These findings were consistent with other studies that reported that some players created an avatar with idealized attributes to compensate for perceived inadequacies ( Bessière et al, 2007 , Lemenager et al, 2014 , 2020), and studies reporting significant positive correlations between avatar identification and excessive gaming (Lemenager et al 2013; Mancini et al, 2019 ; Smahel et al, 2008; You et al, 2017 , T’ng and Pau, 2020 ).…”
Section: Introductionsupporting
confidence: 90%
“…Research suggests that players form an attachment to, or identify with aspects of, their avatar ( Li et al, 2013 , Liew et al, 2018 , Przybylski et al, 2012 ). This has been described in the literature as a “strong emotional bond” ( Mancini et al, 2019 ), “powerful psychological component of the gaming world” (Stavropoulos, Pinches, Morcos, & Pontes, 2019), and important to an “individual’s personal narrative, psychological wellbeing, and self-conception” ( Wolfendale, 2007 ). Further, avatars have been proposed to fulfil important needs of the user ( Wolfendale, 2007 ), allowing gamers to express “suppressed versions of their psyche” ( Stavropoulos et al, 2020a ).…”
Section: Introductionmentioning
confidence: 99%
“…A significant attachment between the user and the avatar is subsequently formed, leading to an increase in gaming involvement and IGD risk (Livingston, Gutwin, Mandryk & Birk, 2014). Furthermore, a recent study found that the more idealized the avatar is for the player, the more IGD symptoms are experienced via the player's increased avatar identification (Mancini, Imperato & Sibilla, 2019). Thus, IGD risk is generally greater among gamers who customize an idealized avatar and exhibit high levels of identification with it (Mancini, Imperato & Sibilla, 2019).…”
Section: Internet Gaming Disorder and Risk Factorsmentioning
confidence: 99%