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      Avatar identification and problematic gaming: The mediating role of self-concept clarity

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          Highlights

          • Survey of 993 gamers to study avatar identification, self-concept clarity, and problem gaming.

          • Avatar identification scores did not differ greatly according to avatar features or game type.

          • Wishful identification was the only significant avatar identification predictor of problem gaming.

          • Avatar identification was related to higher problem gaming scores and poorer self-concept clarity.

          • Significant indirect effect of avatar identification on problem gaming through self-concept clarity.

          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.

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          Most cited references70

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          Is Open Access

          The Interaction of Person-Affect-Cognition-Execution (I-PACE) model for addictive behaviors: Update, generalization to addictive behaviors beyond Internet-use disorders, and specification of the process character of addictive behaviors

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            An international consensus for assessing internet gaming disorder using the new DSM-5 approach.

            For the first time, the Diagnostic and Statistical Manual for Mental Disorders (DSM-5) introduces non-substance addictions as psychiatric diagnoses. The aims of this paper are to (i) present the main controversies surrounding the decision to include internet gaming disorder, but not internet addiction more globally, as a non-substance addiction in the research appendix of the DSM-5, and (ii) discuss the meaning behind the DSM-5 criteria for internet gaming disorder. The paper also proposes a common method for assessing internet gaming disorder. Although the need for common diagnostic criteria is not debated, the existence of multiple instruments reflect the divergence of opinions in the field regarding how best to diagnose this condition. We convened international experts from European, North and South American, Asian and Australasian countries to discuss and achieve consensus about assessing internet gaming disorder as defined within DSM-5. We describe the intended meaning behind each of the nine DSM-5 criteria for internet gaming disorder and present a single item that best reflects each criterion, translated into the 10 main languages of countries in which research on this condition has been conducted. Using results from this cross-cultural collaboration, we outline important research directions for understanding and assessing internet gaming disorder. As this field moves forward, it is critical that researchers and clinicians around the world begin to apply a common methodology; this report is the first to achieve an international consensus related to the assessment of internet gaming disorder. © 2014 Society for the Study of Addiction.
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              The Proteus Effect: The Effect of Transformed Self-Representation on Behavior

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                Author and article information

                Journal
                Addict Behav
                Addict Behav
                Addictive Behaviors
                Elsevier Ltd.
                0306-4603
                1873-6327
                7 October 2020
                7 October 2020
                : 106694
                Affiliations
                [a ]School of Psychology, The University of Adelaide, Australia
                [b ]College of Education, Psychology and Social Work, Flinders University, Australia
                Author notes
                [* ]Corresponding author at: College of Education, Psychology, & Social Work. Flinders University, Sturt Road, Bedford Park SA 5042, Australia.
                Article
                S0306-4603(20)30824-8 106694
                10.1016/j.addbeh.2020.106694
                7539898
                33099249
                80ccf8b6-181e-4fae-b78d-57da29263ab7
                © 2020 Elsevier Ltd. All rights reserved.

                Since January 2020 Elsevier has created a COVID-19 resource centre with free information in English and Mandarin on the novel coronavirus COVID-19. The COVID-19 resource centre is hosted on Elsevier Connect, the company's public news and information website. Elsevier hereby grants permission to make all its COVID-19-related research that is available on the COVID-19 resource centre - including this research content - immediately available in PubMed Central and other publicly funded repositories, such as the WHO COVID database with rights for unrestricted research re-use and analyses in any form or by any means with acknowledgement of the original source. These permissions are granted for free by Elsevier for as long as the COVID-19 resource centre remains active.

                History
                : 22 June 2020
                : 28 September 2020
                : 2 October 2020
                Categories
                Article

                Clinical Psychology & Psychiatry
                gaming disorder,problematic gaming,avatar identification,self-concept clarity

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