| Literature DB >> 33099249 |
Raquel Green1, Paul H Delfabbro1, Daniel L King2.
Abstract
Some video-gaming activities feature customizable avatars that enable users to fulfil self-identity needs. Research evidence (e.g., fMRI and survey studies) has suggested that poorer self-concept and stronger avatar identification are associated with problematic gaming. Player-avatar relationships have thus been proposed to require attention in gaming disorder assessment and interventions. To examine the interplay of player-avatar interactions in problematic gaming, this study investigated whether avatar identification differed according to avatar characteristics and game types, and whether the association between avatar identification and problem gaming was mediated by self-concept clarity. A total of 993 adult respondents completed an online survey that assessed problematic gaming, avatar identification, and self-concept clarity. The results indicated that avatar identification scores were generally unrelated to avatar characteristics (e.g., human resemblance, degree of customizability, and in-game perspective). Avatar identification was significantly positively related to problematic gaming and significantly negatively related to self-concept clarity. There was a significant indirect relationship between avatar identification on problem gaming mediated through self-concept clarity. These findings suggest that poorer self-concept clarity may be one mechanism by which avatar identification affects problem gaming. Future research with clinical samples may help to gain a better understanding of avatar-related processes and psychological vulnerabilities related to problematic gaming.Entities:
Keywords: Avatar identification; Gaming disorder; Problematic gaming; Self-concept clarity
Mesh:
Year: 2020 PMID: 33099249 PMCID: PMC7539898 DOI: 10.1016/j.addbeh.2020.106694
Source DB: PubMed Journal: Addict Behav ISSN: 0306-4603 Impact factor: 3.913
Avatar identification scores according to gender and avatar characteristics.
| Avatar identificationa | |||||
|---|---|---|---|---|---|
| Group | n | M (SD) | F(2,992) | Partial η2 | Post-hocb |
| Gender | |||||
| | 725 | 40.77 (15.39) | 15.40* | 0.03 | 2 > 1 |
| | 243 | 46.61 (13.76) | |||
| | 25 | 44.16 (14.62) | |||
| Avatar type | |||||
| | 897 | 42.45 (15.15) | 1.06 | – | – |
| | 82 | 41.48 (15.49) | |||
| | 14 | 36.86 (15.19) | |||
| Number of avatars controlled | |||||
| | 435 | 44.36 (14.88) | 7.81* | 0.02 | 1 > 2–3 |
| | 511 | 40.87 (15.19) | |||
| | 47 | 38.53 (15.68) | |||
| Avatar perspective | |||||
| | 128 | 40.07 (16.06) | 8.57* | 0.02 | 3 > 1–2 |
| | 675 | 41.60 (15.09) | |||
| | 190 | 46.22 (14.30) | |||
| Initial avatar customizability | |||||
| | 212 | 39.54 (15.55) | 8.11* | 0.02 | 3 > 1–2 |
| | 196 | 40.52 (15.86) | |||
| | 585 | 43.87 (14.63) | |||
| In-game avatar customization | |||||
| | 133 | 38.99 (17.15) | 11.24* | 0.02 | 3 > 1–2 |
| | 383 | 40.51 (14.50) | |||
| | 477 | 44.63 (14.80) | |||
| Game genre | |||||
| | 419 | 43.60 (15.22) | 3.95* | 0.02 | 3 < 1–2 |
| | 253 | 43.38 (14.67) | |||
| | 80 | 37.64 (16.37) | |||
| | 125 | 40.34 (15.08) | |||
| | 116 | 40.48 (14.64) | |||
*p < .01. aHigher scores indicated stronger avatar identification (Range: 17–85). Total score on the main subscale. bBonferroni post-hoc analyses, except for gender and avatar customization options when there were unequal variances assumed (Games-Howell). MMO: Massively Multiplayer Online; RPG: Role-Playing Game; MOBA: Multiplayer Online Battle Arena; FPS: First Person Shooter.
Descriptive statistics and Pearson product-moment correlations between main study variables.
| Variable | 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|---|
| 1. Problem gaming | 2.68 (1.93) | ||||||
| 2. Weekly gaming time | 25.85 (8.55) | 0.19** | |||||
| 3. Avatar identification (AI) | 42.29 (15.18) | 0.27** | 0.02 | ||||
| 4. AI: Similarity identification | 14.79 (6.27) | 0.16** | -0.04 | 0.84** | |||
| 5. AI: Embodied presence | 14.47 (6.55) | 0.20** | 0.001 | 0.85** | 0.56** | ||
| 6. AI: Wishful identification | 13.03 (5.56) | 0.32** | 0.09* | 0.78** | 0.49** | 0.51** | |
| 7. Self-concept clarity | 38.90 (10.05) | −0.39** | −0.07 | −0.27* | −0.12** | −0.23** | −0.33** |
*p < .05; **p < .01.
Multiple regression predicting problem gaming from similarity identification, embodied presence, wishful identification, self-concept clarity, and gaming time.
| Predictor | |||
|---|---|---|---|
| Similarity identification | 0.01 | 0.03 | 0.376 |
| Embodied presence | 0.01 | 0.02 | 0.682 |
| Wishful identification | 0.06 | 0.18 | <0.01 |
| Self-concept clarity | −0.06 | −0.32 | <0.01 |
| Weekly gaming time | 0.02 | 0.11 | <0.01 |
Fig. 1The direct and indirect effects of self-concept clarity on the relationship between avatar identification and problem gaming, with gaming time as a covariate.
Fig. 2The direct and indirect effects of self-concept clarity on the relationship between wishful avatar identification and problem gaming.