2016
DOI: 10.1177/1555412015581087
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Virtually Real

Abstract: Research interest has increasingly focused on the psychosocial factors related to online game addiction. This study examines the relationship of various psychosocial variables to online game addiction, and the mediation effect of avatar identification on the relationship. Questionnaires assessing self-esteem, depression, social skills, game addiction, and avatar identification were completed by 163 third-year middle school students. Correlation and structural equation modeling analyses were conducted. Results … Show more

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Cited by 67 publications
(35 citation statements)
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References 28 publications
(31 reference statements)
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“…Although the prevailing perspective on playereavatar relations is that player identification with an avatar is a key differentiator (e.g., Li, Liau, Khoo, 2013;Van Looy, Courtois, De Vocht, & De Marez, 2012;You, Kim, & Lee, 2015), the emergent and confirmed PAX factors together reveal that differences in players' engagement of avatars rely more heavily on the degree to which the avatar is differentiated from the self. That is, when viewed through the lens of a sociality continuum, the degree to which a player sees a game character as legitimately existing on its own in a human-like fashion is more important than the degree to which it seen as being similar to the player: it is a matter of phenomenal divergence rather than convergence as the avatar is engaged as an 'it,' a 'me,' or part of a 'we.…”
Section: Discussionmentioning
confidence: 97%
“…Although the prevailing perspective on playereavatar relations is that player identification with an avatar is a key differentiator (e.g., Li, Liau, Khoo, 2013;Van Looy, Courtois, De Vocht, & De Marez, 2012;You, Kim, & Lee, 2015), the emergent and confirmed PAX factors together reveal that differences in players' engagement of avatars rely more heavily on the degree to which the avatar is differentiated from the self. That is, when viewed through the lens of a sociality continuum, the degree to which a player sees a game character as legitimately existing on its own in a human-like fashion is more important than the degree to which it seen as being similar to the player: it is a matter of phenomenal divergence rather than convergence as the avatar is engaged as an 'it,' a 'me,' or part of a 'we.…”
Section: Discussionmentioning
confidence: 97%
“…[127], in their online survey. Three studies [65,119,122] applied the Body Image Questionnaire [121].…”
Section: Mößle and Rehbein (2013) [132•]mentioning
confidence: 99%
“…This concurs with previous cross-sectional studies referring to emerging adults and MMO players (Blinka, 2008; Smahel, Blinka, & Ledabyl, 2008;Yee, 2006a), as well as findings showing that longer playing time is associated with higher GAR (Muller et al, 2015; Ng & WiemerHastings, 2005). The findings could be due to the higher levels of identification and immersion between the gamer and the avatar involved in stronger GAR, and the increased gameplay that results from such a relationship (Badrinarayanan et al, 2014; Blinka, 2008;Yee, 2006aYee, , 2006bYou, Kim, & Lee, 2015). More specifically, MMO games allow (if not invite) players to imbue their avatars with, not only their own intrinsic and/or physical characteristics, but also with their idealized characteristics (Bessiere et al, 2007).…”
Section: Gamer-avatar Relationship and Internet Gaming Disordermentioning
confidence: 99%