Abstract

Internet gaming disorder (IGD) is a rapidly expanding psychopathological manifestation necessitating further research and clinical attention. Although recent research has investigated relationships between user-avatar and excessive gaming, little is known about the interplay between IGD and avatar self-presence and its dimensions (i.e., the physical, emotional, and identity bond developed between the user and the in-game character). The aim of the present pilot study was twofold: (i) to investigate the associations between physical, emotional, and identity aspects of self-presence associate and IGD severity, and (ii) to assess IGD variations longitudinally in relation to the three dimensions of self-presence (i.e., proto-self-presence, core-self-presence, and extended-self-presence). The sample comprised 125 young adults aged between 18 and 29 years who underwent either (i) three offline measurements (1 month apart, over 3 months) or (ii) a cross-sectional online measurement. Regression and latent growth analysis indicated that the initial intensity of the physical, emotional, and identity self-presence aspects associated with IGD severity, but not to its longitudinal change. Overall, young adult gamers may exhibit higher IGD risk and severity when the experience of physical, emotional, and identity bonding with their in-game character is pronounced. The implications surrounding treatment and preventative policy recommendations are further discussed.

Highlights

  • Internet gaming disorder (IGD) is a rapidly expanding psychopathological manifestation necessitating further research and clinical attention

  • Recent research has investigated relationships between user-avatar and excessive gaming, little is known about the interplay between IGD and avatar self-presence and its dimensions

  • Regression and latent growth analysis indicated that the initial intensity of the physical, emotional, and identity self-presence aspects associated with IGD severity, but not to its longitudinal change

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Summary

Introduction

Internet gaming disorder (IGD) is a rapidly expanding psychopathological manifestation necessitating further research and clinical attention. The present study investigates the IGD risk effect of ingame character building aspects in the context of MMORPGs among young adults because this particular age group has been found to be at greater risk for IGD due to the simultaneous existence of higher impulse, increased independence, and elevated Internet use/access (Stavropoulos et al 2018a, 2019). SP comprises the following three sub-dimensions: proto-self-presence (PSP), core-self-presence (CSP), and extendedself-presence (ESP) These dimensions are introduced to separately reflect the specific physical/body, emotion, and identity aspects of the player-avatar relationship respectively (Ratan and Hasler 2009). Investigating these aspects will greatly expand the knowledge base in IGD by highlighting the following: (i) how the different sub-dimensions of SP rank regarding their IGD-

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