“…The capacity to customize the player's avatar was also largely represented in the literature, with two studies finding a direct relation to GD and six with a proxy (Jin, 2009;Kim et al, 2015;Mancini et al, 2019;Morcos, Stavropoulos, Rennie, Clark, & Pontes, 2019;Quick & Atkinson, 2014;Tavakkoli et al, 2015;Westwood & Griffiths, 2010;Wood et al, 2004). Likewise, numerous studies supported the contribution of storytelling devices within video games to the onset of GD (n 5 3) or a proxy (n 5 9) (Cheng, 2019;Hall, 2019;King et al, 2011King et al, , 2017McLean & Griffiths, 2013;Tavakkoli et al, 2014Tavakkoli et al, , 2015Westwood & Griffiths, 2010;Wood et al, 2004Wood et al, , 2007. Most substantially, Hall (Hall, 2019) found that the player's ability to make choices as the character of a story contributed to greater enjoyment and engagement.…”