Information,
Год журнала:
2022,
Номер
13(8), С. 380 - 380
Опубликована: Авг. 9, 2022
The
world
of
video
games
has
become
one
the
most
important
entertainment
niches
for
society.
In
last
decade
it
surpassed
in
turnover
audio-visual
markets
such
as
cinema
and
music,
driving
development
a
new
form
communication.
increase
number
female
gamers
highlighted
need
to
discover
differences
similarities
between
players,
both
habits
motivations.
We
present
study
based
on
survey
procedure
completion
questionnaire
that
aimed
cover
age
range
18
30
years
Spanish
youngsters
reached
total
711
valid
responses.
results
showed
there
were
no
significant
terms
hours
spent
playing
two
genders,
although
motivational
reasons
playing,
specifically
competition
challenge.
discussion
was
carried
out
by
means
comparative
statistical
analysis
confirm
hypotheses
meet
objectives.
Despite
existence
these
not
notable
might
be
expected.
When
comes
gaming,
we
have
detected
our
study,
some
consumption
with
differentiated
gender
patterns;
however,
relevant
indicators
consumption,
lockdown
spending,
differences.
gap
existed
few
ago
is
becoming
progressively
narrower.
Comprehensive Psychiatry,
Год журнала:
2023,
Номер
122, С. 152376 - 152376
Опубликована: Фев. 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.
International Journal of Environmental Research and Public Health,
Год журнала:
2022,
Номер
19(3), С. 1169 - 1169
Опубликована: Янв. 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.
Computers in Human Behavior,
Год журнала:
2023,
Номер
143, С. 107694 - 107694
Опубликована: Фев. 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.
Computers in Human Behavior,
Год журнала:
2024,
Номер
155, С. 108187 - 108187
Опубликована: Фев. 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).
Computers in Human Behavior,
Год журнала:
2024,
Номер
156, С. 108192 - 108192
Опубликована: Март 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.
Computers in Human Behavior,
Год журнала:
2023,
Номер
145, С. 107766 - 107766
Опубликована: Март 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
Journal of Psychiatric Research,
Год журнала:
2024,
Номер
170, С. 328 - 339
Опубликована: Янв. 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.
Business Horizons,
Год журнала:
2023,
Номер
67(1), С. 107 - 119
Опубликована: Сен. 15, 2023
In
2011,
Business
Horizons
published
the
'social
media
honeycomb'
paper
to
help
managers
and
scholars
understand
what
was,
then,
a
new
form
of
media,
its
various
platforms,
how
engage
with
it
learn
use
it.
Today,
we
face
similar
challenges
opportunities
metaverse
as
try
discover
attract,
enable,
serve
capture
value
from
users
in
some
virtual
world.
this
article,
introduce
concept
'metaverse
realm'
(i.e.,
specific
type
space
community)
present
honeycomb
model
explain
functionalities
affordances
for
different
realms.
We
two
applications
show
attention
immersive
can
characterize
To
conclude,
outline
could
be
used
strategically
evaluate
realms
terms
their
external
fit
who-what-how
realms),
internal
trade-offs
synergies
realm
functionalities),
life-cycles
roadmapping
directing
evolution).