MetaStates: An Approach for Representing Human Workers’ Psychophysiological States in the Industrial Metaverse DOI Creative Commons
Aitor Toichoa Eyam, José L. Martínez Lastra

IEEE Access, Journal Year: 2024, Volume and Issue: 12, P. 81682 - 81691

Published: Jan. 1, 2024

Photo-realistic avatar is a modern term referring to the digital asset that represents human in computer graphic advanced systems such as video games and simulation tools.These avatars utilize advances technologies both software hardware aspects.While photo-realistic are increasingly used industrial simulations, representing factors workers' psychophysiological states, remains challenge.This article addresses this issue by introducing concept of MetaStates which digitization representation states worker world.The influence physical performance while performing task.To demonstrate concept, study presents development enhanced with multi-level graphical representations relevant Industry 5.0.This approach major step forward use humans for allowing companies better leverage benefits Industrial Metaverse their daily operations simulations keeping workers at center system.

Language: Английский

The merchants of meta: A research agenda to understand the future of retailing in the metaverse DOI
Kiwoong Yoo,

Roman Welden,

Kelly Hewett

et al.

Journal of Retailing, Journal Year: 2023, Volume and Issue: 99(2), P. 173 - 192

Published: Feb. 27, 2023

Language: Английский

Citations

212

Gaming disorder: A summary of its characteristics and aetiology DOI Creative Commons
Orsolya Király, Patrik Koncz, Mark D. Griffiths

et al.

Comprehensive Psychiatry, Journal Year: 2023, Volume and Issue: 122, P. 152376 - 152376

Published: Feb. 1, 2023

The emergence, development, and maintenance of gaming disorder (GD) is the result an interplay between gaming-related factors, individual environmental factors. None these alone are sufficient to cause a disordered state, but it interactive co-occurrence all which in some cases leads GD. goal present paper discuss detail three factors based on relevant recent findings literature. Among we online vs. offline videogames, role game genres, structural characteristics, design elements, as well important monetization techniques. demographic risk personality traits, motivational comorbid psychopathology, genetic predisposition, neurobiological processes considered. Finally, among family early life experiences, peers school-related broader context culture including popularity esports.

Language: Английский

Citations

67

To Be or Not to Be a Female Gamer: A Qualitative Exploration of Female Gamer Identity DOI Open Access
Daria J. Kuss, Anne Marie Kristensen, Adrian J. Williams

et al.

International Journal of Environmental Research and Public Health, Journal Year: 2022, Volume and Issue: 19(3), P. 1169 - 1169

Published: Jan. 21, 2022

The literature on online gaming has generally focused male gamers and been dominated by negative aspects of gaming. present study addresses the gender gap in this field exploring experiences female further unravelling several positive alongside some potentially harmful tendencies connected to gaming, including gamers’ wishes ambitions for their future A total 20 adult across Europe were interviewed results analysed using thematic analysis. Four main themes identified: (i) be or not a (female) gamer; (ii) improving social skills levelling up mental health; (iii) always healthy escape; (iv) there is more explore. one few empirical studies regarding construction self-image, gamers. It showed participants have history as from adolescence, but still face problems derived stigmatised internal self-image. Externally, gamer stigmatisation may result sexism, violence, harassment, objectification. Additionally, females decide against identifying gamers, engaging interaction, hold back general, thereby missing out opportunities recreation well psychological benefits that brings. There is, therefore, urgent need research actions promote change, equity, education, security counterparts. Game developers would benefit understanding large demographic better tailoring games women specifically.

Language: Английский

Citations

48

“I am the character, the character is me”: A thematic analysis of the user-avatar relationship in videogames DOI Creative Commons
Kim Szolin, Daria J. Kuss, Filip Nuyens

et al.

Computers in Human Behavior, Journal Year: 2023, Volume and Issue: 143, P. 107694 - 107694

Published: Feb. 2, 2023

Far from merely being a tool to navigate virtual world, individuals can often develop strong and complex relationships with their videogame characters. The present study examined the bond that between user avatar, as well factors influence this relationship dynamic through use of thematic analysis. Semi-structured interviews were carried out 12 players UK US aged 18 27 years. results identified five major themes, comprising: (i) heterogeneity game worlds; (ii) avatar attachment; (iii) experiences affecting physical world behaviour attitudes; (iv) types self in (with sub-themes actual self, idealised utopian self); (v) difficulty user-avatar relationship. showed gamers avatars means insert version themselves into or attain desired sometimes including elements fantasy. In addition, participants indicated games an advanced customisation appeared facilitate stronger bonds character. Finally, several avenues future research are discussed, particular pertaining advancement relating Proteus effect.

Language: Английский

Citations

24

Problematic gaming, social withdrawal, and Escapism: The Compensatory-Dissociative Online Gaming (C-DOG) model DOI Creative Commons
Alessandro Giardina, Adriano Schimmenti, Vladan Starčević

et al.

Computers in Human Behavior, Journal Year: 2024, Volume and Issue: 155, P. 108187 - 108187

Published: Feb. 26, 2024

In this article, we critically overview existing studies on compensatory and dissociative mechanisms associated with problematic gaming a focus escapism, present theoretical model integrating current research. the first section, link processes related to continuum that corresponds degree of connection/rupture between physical virtual environments individual. second discuss strengths limitations conceptualizations measures escapism. We contend escapism in represents key dimension compensation for difficulties psychological needs satisfaction environment, differently from escape (avoidance) general immersion video games. last elaborate compensatory-dissociative online (C-DOG) model, which defines set interconnected operationalizing adaptive pathological gaming: relaxation, body-mind detachment, active escape, dissociation. This provides an unprecedented way consider meaningful clinical evaluation treatment gaming, as well association emerging social withdrawal conditions, such hikikomori).

Language: Английский

Citations

14

Avatar creation in the metaverse: A focus on event expectations DOI Creative Commons
Sergio Barta, Sergio Ibáñez‐Sánchez, Carlos Orús

et al.

Computers in Human Behavior, Journal Year: 2024, Volume and Issue: 156, P. 108192 - 108192

Published: March 12, 2024

The metaverse has revolutionized the way event experiences are virtualized, as this cutting-edge technology is especially capable of fostering dynamic interactivity among avatars. However, few empirical studies have explored creation avatars for events. This research delves into theme in a mixed-methods approach. results semi-structured interviews with participants conference held highlighted that they would create single, unique avatar, whose style be adapted to characteristics future These findings were assessed later an online experiment, which created their own (utilitarian or hedonic) metaverse. confirmed users formal/informal styles depending on utilitarian/hedonic value expected derive from event. In addition, expectancy feel about experience prompts attendees design similar themselves, significantly increases satisfaction digital personas. technical capabilities platform (ease use and customization) seem also play important role enhancing avatar. suggests specific actions might taken ensure events satisfied avatar designs.

Language: Английский

Citations

13

Problematic internet use by university students and associated predictive factors: A systematic review DOI
Magdalena Sánchez-Fernández, María de las Mercedes Borda Mas, Joaquín A. Mora-Merchán

et al.

Computers in Human Behavior, Journal Year: 2022, Volume and Issue: 139, P. 107532 - 107532

Published: Oct. 18, 2022

Language: Английский

Citations

34

Videogame player experiences with micro-transactions: An interpretative phenomenological analysis DOI Creative Commons
Erin Gibson, Mark D. Griffiths, Filipa Calado

et al.

Computers in Human Behavior, Journal Year: 2023, Volume and Issue: 145, P. 107766 - 107766

Published: March 27, 2023

Videogame monetisation methods have become a billion-dollar industry. Concerns surrounding micro-transaction use and potential negative psychological impact prevalent in recent years. For example, there is suggested association between loot box buying problem gambling, although this does not capture the nuanced experiences of players with broad range micro-transactions. The present study aimed to identify convergences divergences videogame player micro-transactions, using interpretative phenomenological analysis. Eleven participants took part online semi-structured interviews. Interviews focused on participants' feelings, beliefs motivations use. Six super-ordinate themes were identified: (i) self-control vs. impulsivity, (ii) for use, (iii) obligation play after purchases, (iv) guilt regret, (v) feeling tricked or cheated (vi) comparing gambling. Sub-themes relating comparisons gambling also emerged. Key giving back 'rewarding' game developers their work social connectedness. Participants who engaged battle pass micro-transactions often felt sense continue playing purchasing. Micro-transaction was explained by need autonomy, relatedness, competence. It recommended that cognitive behavioural therapy could be used treat maladaptive related

Language: Английский

Citations

22

Translating the user-avatar bond into depression risk: A preliminary machine learning study DOI Creative Commons
Taylor Brown, Tyrone L. Burleigh, Bruno Schivinski

et al.

Journal of Psychiatric Research, Journal Year: 2024, Volume and Issue: 170, P. 328 - 339

Published: Jan. 1, 2024

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 gamer's connection to avatar may provide broader insight into mental health. Therefore, it been argued if properly examined, the bond person reveal information about current or potential struggles offline. To examine whether an individuals' avatars for depression, longitudinal data from 565 adults/adolescents (Mage = 29.3 years, SD 10.6) were evaluated twice (six months apart). Participants completed User-Avatar-Bond [UAB] scale Depression Anxiety Stress Scale measure risk. A series tuned untuned artificial intelligence [AI] classifiers analyzed responses concurrently prospectively. allowed examination user-avatar can cross-sectional predictive Findings revealed AI models learn accurately automatically identify cases, based on gamers' reported UAB, age, length gaming involvement, both at present six later. In particular, random forests outperformed all other AIs, while immersion was be strongest training predictor. Study outcomes demonstrate UAB translated accurate, concurrent, future, predictions via trained classifiers. Assessment, prevention, practice implications are discussed in light these results.

Language: Английский

Citations

7

Examining how gamers connect with their avatars to assess their anxiety: A novel artificial intelligence approach DOI Creative Commons
Kaiden Hein, Connor Conkey-Morrison, Tyrone L. Burleigh

et al.

Acta Psychologica, Journal Year: 2024, Volume and Issue: 246, P. 104298 - 104298

Published: May 2, 2024

Research has supported that a gamer's attachment to their avatar can offer significant insights about mental health, including anxiety.To assess this hypothesis, longitudinal data from 565 adult and adolescent participants (M age = 29.3years, SD 10.6) was analyzed at two points, six months apart.Respondents were assessed using the User-Avatar Bond (UAB) scale Depression Anxiety Stress Scale (DASS) measure connection with risk for anxiety.The records processed both untuned tuned artificial intelligence [AI] classifiers evaluate present future findings indicated AI models are capable of accurately autonomously discerning cases anxiety based on gamers' self-reported UAB, age, duration gaming, after months.Notably, random forest algorithms surpassed other in effectiveness, compensation emerging as most factor model training prospective implications assessment, prevention, clinical practice discussed.

Language: Английский

Citations

5