“…figure of in game representation; Burleigh et al, 2018 ; Liew et al, 2018 ) have been envisaged as some of the most significant IGD risks. Overall, the interactions between the gamer, his/her real-life context and the game context have been viewed as definitive of both “distress reducing”, such as escapism, and “pleasure inducing”, such as gaming advancement and online socialization, playing motivations ( Burleigh et al, 2018 ; Chang, Hsieh, & Lin, 2018 ; Liew et al, 2018 ; Nagygyörgy, Mihalik, & Demetrovics, 2012 ; Zanetta Dauriat et al, 2011 ). Provided that motivational factors have been implicated with the intensity of gaming involvement and thus, the development of IGD, they have attracted significant attention, with several theoretical conceptualizations aiming to demystify them ( Adams et al, 2018 ; Ballabio et al, 2017 ; Burleigh et al, 2018 ; Griffiths et al, 2014 ; Liew et al, 2018 ; Rho et al, 2016 ).…”