2020
DOI: 10.1080/0144929x.2020.1729240
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Understanding the relationship between the Proteus effect, immersion, and gender among World of Warcraft players: An empirical survey study

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Cited by 31 publications
(25 citation statements)
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References 89 publications
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“…Similarly, Burleigh et al (2018) argued that “prevention and treatment initiatives should target the gamer-avatar relationship…to guide cognitive and self-reflective interventions” (p.116). Stavropoulos et al, 2020 , Stavropoulos et al, 2020 , Stavropoulos et al, 2020 , Stavropoulos et al, 2020 refers to inviting gamers “to talk about their virtual personas, and their game-related achievements and investigating ways that such avatar aspects of their ‘in-game’ avatar life can be transferred to real life” (p.9). The extent to which guided exploration of the avatar may aid therapy objectives warrants further examination.…”
Section: Discussionmentioning
confidence: 99%
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“…Similarly, Burleigh et al (2018) argued that “prevention and treatment initiatives should target the gamer-avatar relationship…to guide cognitive and self-reflective interventions” (p.116). Stavropoulos et al, 2020 , Stavropoulos et al, 2020 , Stavropoulos et al, 2020 , Stavropoulos et al, 2020 refers to inviting gamers “to talk about their virtual personas, and their game-related achievements and investigating ways that such avatar aspects of their ‘in-game’ avatar life can be transferred to real life” (p.9). The extent to which guided exploration of the avatar may aid therapy objectives warrants further examination.…”
Section: Discussionmentioning
confidence: 99%
“…Research has focused on massively multiplayer online role-playing game (MMORPG) players ( Collins et al, 2012 , Hyun et al, 2015 ), despite the prominence of avatars across many types of games, including first-person shooter (FPS) and multiplayer online battle arenas (MOBAs). Most MMORPGs are long-played games (usually with one avatar), featuring options for character development, customization, emphasis on group play and social functionality, and have been identified as a ‘high-risk’ game for problematic use ( Eichenbaum et al, 2015 , Stavropoulos et al, 2020 ). Mancini et al (2019) reported that MMORPG players’ intention to play was higher among those who customized and identified with an idealized avatar.…”
Section: Introductionmentioning
confidence: 99%
“…It has also been suggested that some gamers may have been using gaming as an escape from life stressors [7]. Nonetheless, over-reliance on such behaviours may potentially act as a self-compromising coping method in the longer term [3,4,5].This may present through withdrawal from other life events (e.g. work, school, university, relationships, family, etc.)…”
Section: Internet Gaming Impactmentioning
confidence: 99%
“…work, school, university, relationships, family, etc.) and a gamer's loss of passage of time whilst playing [3,4]. Although such behaviours appear to be normally (i.e.…”
Section: Internet Gaming Impactmentioning
confidence: 99%
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