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Aonso-Diego G, González-Roz A, Weidberg S, Secades-Villa R. Depression, anxiety, and stress in young adult gamers and their relationship with addictive behaviors: A latent profile analysis. J Affect Disord 2024; 366:254-261. [PMID: 39218313 DOI: 10.1016/j.jad.2024.08.203] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/28/2024] [Revised: 07/01/2024] [Accepted: 08/29/2024] [Indexed: 09/04/2024]
Abstract
BACKGROUND There is limited research examining latent profiles of gamers based on emotional variables, which has implications for prevention efforts. The study sought to identify young adult gamer profiles based on depression, anxiety, and stress, and to examine differences between the latent profiles in other addictive behaviors (i.e., tobacco, alcohol, cannabis, illegal substance use, gaming, and gambling). METHODS A total of 1209 young adults (Mage = 19.37, SD = 1.62; 55.3%males) reported past-year gaming. A latent profile analysis (LPA) was performed to identify distinct profiles, and a set of ANOVA and chi-square analyses characterized the profiles in terms of sociodemographic, addictive behaviors, and emotional variables. RESULTS LPA suggested a three-profile solution: profile 1 (n = 660, 'low emotional distress'), profile 2 (n = 377, 'moderate emotional distress'), and profile 3 (n = 172, 'high emotional distress'). Participants with 'moderate' and 'high emotional distress' were mostly women, showed greater gaming severity, higher prevalence of past-month substance use (i.e., tobacco and illegal drugs), and greater consequences of alcohol use. LIMITATIONS The cross-sectional nature of the study and sample being university students. CONCLUSION Findings revealed three distinct profiles of gamers, which differed in emotional, gaming, and substance use severity. Transdiagnostic prevention programs have the potential to provide significant benefits to college students by addressing the core processes (e.g., emotion regulation) that underlie substance use and gaming.
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Affiliation(s)
- Gema Aonso-Diego
- Addictive Behaviors Research Group, Department of Psychology, University of Oviedo, Spain.
| | - Alba González-Roz
- Addictive Behaviors Research Group, Department of Psychology, University of Oviedo, Spain
| | - Sara Weidberg
- Addictive Behaviors Research Group, Department of Psychology, University of Oviedo, Spain
| | - Roberto Secades-Villa
- Addictive Behaviors Research Group, Department of Psychology, University of Oviedo, Spain
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Hein K, Burleigh TL, Gorman A, Prokofieva M, Stavropoulos V. Proteus effect avatar profiles: Associations with disordered gaming and activity levels. Addict Behav Rep 2024; 20:100562. [PMID: 39219743 PMCID: PMC11362772 DOI: 10.1016/j.abrep.2024.100562] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/07/2024] [Revised: 07/22/2024] [Accepted: 07/29/2024] [Indexed: 09/04/2024] Open
Abstract
Gaming avatars can influence users' attitudes and behaviors and manifest as the proteus effect. The present study examined proteus effect profiles among 571 gamers and their associations with disordered gaming and physical activity. Latent class analysis identified three profiles: non-influenced gamers, emotion-perception influenced gamers (highest proteus effect), and emotion-behavior influenced gamers (moderate proteus effect). The high proteus effect group exhibited significantly higher gaming disorder symptoms at baseline and 6 months compared to other profiles. Proteus effect profiles did not significantly differ in physical activity levels. However, higher disordered gaming and proteus effect predicted lower activity over time. The strong proteus effect group's avatar immersion may increase gaming disorder risks. Minimal avatar influence for the non-influenced gamers appears protective. While proteus effect profiles do not directly relate to activity, amplified disordered gaming can reduce active lifestyles. Overall, findings demonstrate how avatars differentially affect gamers' experiences and functioning through proteus-induced changes.
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Affiliation(s)
- Kaiden Hein
- School of Health and Biomedical Sciences, RMIT University, Melbourne, Australia
| | - Tyrone L. Burleigh
- School of Health and Biomedical Sciences, RMIT University, Melbourne, Australia
| | | | - Maria Prokofieva
- Institute for Health and Sport, Victoria University, Melbourne, Australia
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Hein K, Conkey-Morrison C, Burleigh TL, Poulus D, Stavropoulos V. Examining how gamers connect with their avatars to assess their anxiety: A novel artificial intelligence approach. Acta Psychol (Amst) 2024; 246:104298. [PMID: 38701623 DOI: 10.1016/j.actpsy.2024.104298] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/29/2024] [Revised: 03/29/2024] [Accepted: 04/29/2024] [Indexed: 05/05/2024] Open
Abstract
Research has supported that a gamer's attachment to their avatar can offer significant insights about their mental health, including anxiety. To assess this hypothesis, longitudinal data from 565 adult and adolescent participants (Mage = 29.3 years, SD = 10.6) was analyzed at two points, six months apart. Respondents were assessed using the User-Avatar Bond (UAB) scale and the Depression Anxiety Stress Scale (DASS) to measure their connection with their avatar and their risk for anxiety. The records were processed using both untuned and tuned artificial intelligence [AI] classifiers to evaluate present and future anxiety. The findings indicated that AI models are capable of accurately and autonomously discerning cases of anxiety risk based on the gamers' self-reported UAB, age, and duration of gaming, both at present and after six months. Notably, random forest algorithms surpassed other AI models in effectiveness, with avatar compensation emerging as the most significant factor in model training for prospective anxiety. The implications for assessment, prevention, and clinical practice are discussed.
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Affiliation(s)
- Kaiden Hein
- School of Health and Biomedical Sciences, RMIT University, Melbourne, Australia
| | - Connor Conkey-Morrison
- School of Health and Biomedical Sciences, RMIT University, Melbourne, Australia; College of Health and Biomedicine, Victoria University, Melbourne, Victoria, Australia
| | - Tyrone L Burleigh
- School of Health and Biomedical Sciences, RMIT University, Melbourne, Australia.
| | - Dylan Poulus
- Faculty of Health, Southern Cross University, Queensland, Australia
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Brown T, Burleigh TL, Schivinski B, Bennett S, Gorman-Alesi A, Blinka L, Stavropoulos V. Translating the user-avatar bond into depression risk: A preliminary machine learning study. J Psychiatr Res 2024; 170:328-339. [PMID: 38194850 DOI: 10.1016/j.jpsychires.2023.12.038] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/06/2023] [Revised: 12/21/2023] [Accepted: 12/27/2023] [Indexed: 01/11/2024]
Abstract
Research has shown a link between depression risk and how gamers form relationships with their in-game figure of representation, called avatar. This is reinforced by literature supporting that a gamer's connection to their avatar may provide broader insight into their mental health. Therefore, it has been argued that if properly examined, the bond between a person and their avatar may reveal information about their current or potential struggles with depression offline. To examine whether the connection with an individuals' avatars may reveal their risk for depression, longitudinal data from 565 adults/adolescents (Mage = 29.3 years, SD = 10.6) were evaluated twice (six months apart). Participants completed the User-Avatar-Bond [UAB] scale and Depression Anxiety Stress Scale to measure avatar bond and depression risk. A series of tuned and untuned artificial intelligence [AI] classifiers analyzed their responses concurrently and prospectively. This allowed the examination of whether user-avatar bond can provide cross-sectional and predictive information about depression risk. Findings revealed that AI models can learn to accurately and automatically identify depression risk cases, based on gamers' reported UAB, age, and length of gaming involvement, both at present and six months later. In particular, random forests outperformed all other AIs, while avatar immersion was shown to be the strongest training predictor. Study outcomes demonstrate that UAB can be translated into accurate, concurrent, and future, depression risk predictions via trained AI classifiers. Assessment, prevention, and practice implications are discussed in the light of these results.
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Affiliation(s)
- Taylor Brown
- Applied Health, School of Health and Biomedical Sciences, RMIT University, Australia.
| | - Tyrone L Burleigh
- Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar.
| | | | | | - Angela Gorman-Alesi
- School Counselling Unit, Child & Family Counsellor, Catholic Care Victoria, Australia.
| | - Lukas Blinka
- Faculty of Social Studies, Masaryk University, Czech Republic.
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Burleigh TL, Griffiths MD, Sumich A, Wang GY, Stavropoulos V, Kannis-Dymand L, Kuss DJ. Co-Occurrence of Gaming Disorder and Other Potentially Addictive Behaviours between Australia, New Zealand, and the United Kingdom. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph192316078. [PMID: 36498151 PMCID: PMC9741165 DOI: 10.3390/ijerph192316078] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 10/31/2022] [Revised: 11/25/2022] [Accepted: 11/27/2022] [Indexed: 05/27/2023]
Abstract
Background: Evidence suggests that gamers can have varying experiences of disordered gaming behaviours due to coping mechanisms and how they can act as risk or protective factor in the development and/or maintenance of disordered behaviours. A particular area of interest is how this may manifest across different countries. Understanding the interplay of these potential risk and protective factors within different countries will aid identifying and preventing disordered behaviours. Methods: Three cohorts were recruited from Australia, New Zealand, and the United Kingdom. Each cohort was required to complete a battery of psychometric scales exploring problematic behaviours, problematic substance use, co-occurrence, coping styles, and personality. A latent profile analysis was conducted to examine the differences between cohorts and further investigated with additional analyses. Results: The findings suggested that a minority of gamers were affected by gaming disorder, and there appeared an at-risk cohort who utilise gaming as a maladaptive coping strategy. Other accompanying potentially addictive behaviour or substance use may be exacerbated as a result, the manifestation of which can be influenced by cultural elements. Conclusions: When considering gamers from countries which hold similar views, it is important to be cognisant of the variations found in the manifestations of disordered gaming and accompanying potentially addictive behaviours. This will allow for a more precise identification of at-risk behaviours, which will result in more favourable treatment outcomes for those who are considered at-risk or high-risk individuals.
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Affiliation(s)
- Tyrone L. Burleigh
- International Gaming Research Unit and Cyberpsychology Research Group, Nottingham Trent University, Nottingham NG1 4FQ, UK
- Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar GX11 1AA, UK
| | - Mark D. Griffiths
- International Gaming Research Unit and Cyberpsychology Research Group, Nottingham Trent University, Nottingham NG1 4FQ, UK
| | - Alexander Sumich
- NTU Psychology, Nottingham Trent University, Nottingham NG1 4FQ, UK
| | - Grace Y. Wang
- School of Psychology and Wellbeing, University of Southern Queensland, Darling Heights, QLD 4350, Australia
- Centre for Health Research, University of Southern Queensland, Darling Heights, QLD 4350, Australia
| | - Vasileios Stavropoulos
- College of Health and Biomedicine & Institute for Health and Sport, Victoria University, Footscray, VIC 3011, Australia
| | - Lee Kannis-Dymand
- School of Health, University of the Sunshine Coast, Sippy Downs, QLD 4556, Australia
| | - Daria J. Kuss
- International Gaming Research Unit and Cyberpsychology Research Group, Nottingham Trent University, Nottingham NG1 4FQ, UK
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Adolescent Popularity: Distinct Profiles and Associations with Excessive Internet Usage and Interpersonal Sensitivity. Child Psychiatry Hum Dev 2022; 53:1097-1109. [PMID: 34032957 DOI: 10.1007/s10578-021-01194-7] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 05/18/2021] [Indexed: 12/31/2022]
Abstract
Peer popularity constitutes a pivotal developmental task to adolescents' current and future adaptation. This study identified distinct adolescent popularity profiles and explored their links with excessive Internet usage and interpersonal sensitivity. The sample included 2090 students attending Greek high schools (Mage = 16.16, SD = 0.91). Their popularity was measured via self-report and peer sociometric means. They also responded to the Internet Addiction Test (IAT) and the Interpersonal Sensitivity subscale of the Symptom Checklist-90-Revised (SCL-90-R). A sequence of latent profile analysis, ANOVAs and linear regression models were performed. Three distinct popularity profiles were revealed: the "Average Confident" (68.4%), the "Socially Vulnerable" (26.8%), and the "Insecure Bi-Strategic" (4.8%). These profiles did not significantly vary regarding their Internet usage and interpersonal sensitivity behaviours. Interestingly, lower self-perceived popularity predicted higher interpersonal sensitivity, whereas higher actual popularity predicted excessive Internet use. Findings have important implications for student-tailored mental health prevention and intervention practices.
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Micallef D, Parker L, Brennan L, Schivinski B, Jackson M. Improving the Health of Emerging Adult Gamers-A Scoping Review of Influences. Nutrients 2022; 14:nu14112226. [PMID: 35684027 PMCID: PMC9182998 DOI: 10.3390/nu14112226] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/19/2022] [Revised: 05/17/2022] [Accepted: 05/23/2022] [Indexed: 12/12/2022] Open
Abstract
Emerging adults (EAs), defined as adults aged 18 to 25, remain a difficult group to engage in healthy behaviours (including positive dieting and eating patterns). The environmental elements that influence the health behaviours of EAs have been studied. However, the literature is mixed on how online game environments, including eSports and game streaming, can be used to positively engage EAs. In this scoping review, we identified and analysed research on online games, EAs, and dietary patterns to create a behavioural ecological map of influences that intersect with EAs through online games. In total, 75 studies were found, identifying 23 influences that intersect with EAs through their online game use. ESports organisations, eSports athletes, and content creators may be areas of future research (and intervention) as these factors could positively influence the dietary behaviours of EAs (through online games).
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Szolin K, Kuss D, Nuyens F, Griffiths M. Gaming Disorder: A systematic review exploring the user-avatar relationship in videogames. COMPUTERS IN HUMAN BEHAVIOR 2022. [DOI: 10.1016/j.chb.2021.107124] [Citation(s) in RCA: 5] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/07/2023]
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Montag C, Schivinski B, Pontes HM. Is the proposed distinction of gaming disorder into a predominantly online vs. offline form meaningful? Empirical evidence from a large German speaking gamer sample. Addict Behav Rep 2021; 14:100391. [PMID: 34938849 PMCID: PMC8664876 DOI: 10.1016/j.abrep.2021.100391] [Citation(s) in RCA: 13] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/24/2021] [Revised: 10/22/2021] [Accepted: 10/28/2021] [Indexed: 01/30/2023] Open
Abstract
Disordered gaming is distinguished by predominantly online, offline, and unspecific gaming. Online gamers showed the highest tendencies towards disordered gaming. Gaming via desktop computers was linked with the highest disordered gaming levels.
In the eleventh revision of the International Classification of Diseases (ICD-11), Gaming Disorder (GD) is distinguished between disordered gaming occurring predominantly online, offline, and unspecified. Currently, no study has investigated whether such a distinction is meaningful in diagnosing disordered gaming. Therefore, a large group of gamers with varied tendencies towards disordered gaming was recruited to examine this issue. A large sample (N = 2,768) was recruited and data were collected on disordered gaming, along with information on their preferred gaming mode and device used to play. The present study shows that the distinction between online and offline gaming mode proposed by the WHO is meaningful because online gamers presented with the highest disordered gaming scores followed by mixed gamers (those stating to equally prefer online and offline gaming), and offline gamers. Finally, it was also observed that the type of device for gaming used associated with disordered gaming levels. Specifically, those reporting mostly to use their desktop computer for gaming showed the highest disordered gaming scores. The present study lends empirical support for the consideration of both gaming mode and gaming device in the study of disordered gaming.
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Affiliation(s)
- Christian Montag
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Ulm, Germany
| | - Bruno Schivinski
- School of Media and Communication, RMIT University, VIC 3000 Melbourne, Australia
| | - Halley M Pontes
- Department of Organizational Psychology, Birkbeck, University of London, London, United Kingdom
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Micallef D, Brennan L, Parker L, Schivinski B, Jackson M. Where Do Online Games Fit into the Health Behaviour Ecology of Emerging Adults: A Scoping Review. Nutrients 2021; 13:nu13082895. [PMID: 34445053 PMCID: PMC8400136 DOI: 10.3390/nu13082895] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/25/2021] [Revised: 08/13/2021] [Accepted: 08/19/2021] [Indexed: 11/19/2022] Open
Abstract
Online video games are a common pastime for emerging adults (EAs). EAs are an age group that is of interest in health communication because habits formed during this life stage can cause or prevent disease later in life. Guided by three research questions, this scoping review identifies the current state of research into socio-ecological influences on physical activity and diet behaviours of EAs. The review also examines the role that online video games play within this behavioural ecology. In total, 112 articles were found that focused on behavioural ecological influences for physical activity and diet behaviour among EAs. Seven of these articles focused on the impact of online video games, although only in conjunction with their influence on physical activity, identifying a gap in understanding the influence of online games on diet. Results show that online video games are currently under-researched in terms of impacts on physical activity and diet despite the prevalence of the use of these games within the EA cohort.
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Wu F, Ma Y, Zhang Z. "I Found a More Attractive Deepfaked Self": The Self-Enhancement Effect in Deepfake Video Exposure. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2021; 24:173-181. [PMID: 33646043 DOI: 10.1089/cyber.2020.0173] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Abstract
With the introduction of deepfake technology, which enables digital face-swapping between two individuals, young women are no longer passive viewers of attractive celebrities, but are able to become part of the perfect images. This study used the ZAO app as the apparatus to investigate the impact of viewing the self-celebrity deepfaked videos (SCDV) on young female users' appearance self-evaluation (i.e., body image and state appearance self-esteem). A sample of 128 young women 18-31 years of age was randomly assigned to view either 10 SCDV or 10 purely celebrity videos (PCV). All videos were sourced from the ZAO app. Results showed that participants in the SCDV condition perceived themselves as more physically attractive, experienced greater satisfaction with their own facial features, and reported marginally higher state appearance self-esteem than those in the PCV condition, whereas body shape satisfaction did not differ between the conditions. In addition, SCDV exposure increased perceived overall physical attractiveness and facial features satisfaction, but did not impact body shape satisfaction, whereas PCV exposure decreased facial features satisfaction, but did not impact perceived overall physical attractiveness or body shape satisfaction. "Attractive possible self" (APS) perception positively mediated the effect of SCDV exposure on perceived overall physical attractiveness, facial features satisfaction, body shape satisfaction, and state appearance self-esteem, while state appearance comparison only negatively mediated the effect of SCDV exposure on facial features satisfaction. This study reveals the potential of deepfake technology as an intervention technique for body image disturbances.
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Affiliation(s)
- Fuzhong Wu
- School of Journalism and Communication, Tsinghua University, Beijing, China
| | - Yueran Ma
- School of Journalism and Communication, Tsinghua University, Beijing, China
| | - Zheng Zhang
- School of Journalism and Communication, Tsinghua University, Beijing, China
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Green R, Delfabbro PH, King DL. Avatar identification and problematic gaming: The role of self-concept clarity. Addict Behav 2021; 113:106694. [PMID: 33099249 PMCID: PMC7539898 DOI: 10.1016/j.addbeh.2020.106694] [Citation(s) in RCA: 16] [Impact Index Per Article: 5.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/22/2020] [Revised: 09/28/2020] [Accepted: 10/02/2020] [Indexed: 01/04/2023]
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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Affiliation(s)
- Raquel Green
- School of Psychology, The University of Adelaide, Australia
| | | | - Daniel L King
- School of Psychology, The University of Adelaide, Australia; College of Education, Psychology and Social Work, Flinders University, Australia.
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