Examining how gamers connect with their avatars to assess their anxiety: A novel artificial intelligence approach
Acta Psychologica,
Год журнала:
2024,
Номер
246, С. 104298 - 104298
Опубликована: Май 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.
Язык: Английский
Gaming Disorder: The role of a gamers flow profile
Addictive Behaviors Reports,
Год журнала:
2024,
Номер
19, С. 100555 - 100555
Опубликована: Июнь 1, 2024
Digital
games
are
widely
popular
and
integral
to
contemporary
entertainment.
Nevertheless,
a
proportion
of
users
present
with
disordered/excessive
gaming
behaviours,
provisionally
classified
as
Internet
Gaming
Disorder
(IGD).
Previous
literature
suggests
examining
the
contribution
an
individual's
profile
immersive
engagement
their
activity,
known
online
flow,
for
disordered
behaviours.
Therefore,
main
goals
this
study
were
(1)
categorise
gamers
into
distinct
profiles
based
on
flow
experiences
(2)
investigate
differences
in
among
these
different
profiles.
A
sample
565
(12–68
years,
Mage
=
29.3
years)
was
assessed
twice
over
six
months
Online
Flow
Questionnaire
(OFQ),
Scale-Short-Form
(IGDS9-SF),
Test
(GDT).
Latent
analysis
(LPA)
identified
five
encompassing
'High-Flow
High
Loss
Control'
(HF-HLOC;
14.0
%),
'Low
Low
Enjoyment'
(LF-LE;
11.9
'Average
(AF-LE;
17.5
(LF-HE;
20.2
'High
Sense
Time
groups
(HLOT-LLOC;
36.5
%).
As
hypothesised,
individuals
across
varying
evidenced
concurrent
longitudinal
Overall,
findings
suggest
that
'loss
sense
time'
may
be
most
pivotal
factor
differentiating
states
during
gaming,
advocating
its
consideration
assessment
treatment.
Язык: Английский
Enhancing communication with elderly and stroke patients based on sign-gesture translation via audio-visual avatars
Open Engineering,
Год журнала:
2025,
Номер
15(1)
Опубликована: Янв. 1, 2025
Abstract
Communication
barrier
faced
by
elderly
individuals
and
stroke
patients
with
speech
impairments
pose
significant
challenges
in
daily
interactions.
While
sign
language
serves
as
a
vital
means
of
communication,
those
struggling
to
speak
may
encounter
difficulties
conveying
their
messages
effectively.
This
research
addresses
this
issue
proposing
system
for
generating
audio-visual
avatars
capable
translating
gestures
into
the
written
spoken
language,
thereby
offering
comprehensive
communication
tool
special
needs.
The
proposed
method
integrated
YOLOv8,
MobileNetV2,
MobileNetV1
based
on
U-Net
accurately
recognize
classify
gestures.
For
gesture
detection
classification,
YOLOv8n
was
used;
segmentation,
traditional
U-Net,
VGG16,
MobileNetV2
multi-stage
image
segmentation
were
used.
Using
improved
first-order
motion
model,
generated
enabled
real-time
translation
motions
text
facilitated
interactive
conversation
both
Arabic
English.
system’s
importance
demonstrated
evaluation
findings,
which
showed
that
produced
ideal
results
performed
best
classification.
study
contributes
advancing
assistive
technologies,
insights
optimizing
recognition
avatar
generation
enhanced
support
patient
care.
model
achieved
0.956
0.939
precision
recall,
respectively,
detecting
classifying
gained
0.94
0.79
accuracy
Язык: Английский
Flowing in the net of disordered gaming: A network analysis approach
Addictive Behaviors Reports,
Год журнала:
2025,
Номер
21, С. 100606 - 100606
Опубликована: Апрель 14, 2025
Язык: Английский
Exploring user-avatar bond profiles: Longitudinal impacts on internet gaming disorder
Computers in Human Behavior,
Год журнала:
2024,
Номер
159, С. 108340 - 108340
Опубликована: Июнь 12, 2024
Avatars
serve
as
the
virtual
embodiment
of
users,
facilitating
their
online
interaction,
with
potential
positive
and
negative
effects.
These
effects
range
from
enhancing
social
personal
development
to
disordered
gaming
patterns.
As
past
literature
has
identified
different
disorder
patterns
based
on
connection
an
individual
avatar
(referred
User-Avatar
Bond
[UAB]),
present
study
explored
risk
a
gamer's
UAB
profile.
To
investigate
this,
comprised
565
role-playing
gamers
(Mage
=
29.3,
SD
10.6).
Participants
completed
Questionnaire
Internet
Gaming
Disorder
Scale-Short-Form
over
two
waves,
six
months
apart.
Latent
profile
analysis
was
employed
which
four
distinct
profiles:
Identified
Gamers,
Compensated
Detached
Differentiated
Gamers.
ANOVAs
were
conducted
assess
differences
in
IGD
behaviours
within
profiles
across
waves.
The
findings
suggested
significant
difference
between
IGD,
where
heightened
identification
compensation
levels
may
act
factors
for
behaviours.
provide
crucial
insight
regarding
role
development,
treatment,
prevention.
Язык: Английский
Predicting proteus effect via the user avatar bond: a longitudinal study using machine learning
Mohammed Qasim Latifi,
Dylan Poulus,
Michaella Richards
и другие.
Behaviour and Information Technology,
Год журнала:
2024,
Номер
unknown, С. 1 - 17
Опубликована: Июль 8, 2024
The
impact
of
an
avatar
on
real-world
behaviors
users
is
known
as
the
Proteus
Effect.
Different
user
bond
(UAB)
aspects,
including
identifying,
immersing,
and
compensating
via
avatar,
influence
individual's
Effect
propensity.
This
study
aimed
to
use
machine
learning
(ML)
classifiers
automate
prediction
those
likely
experience
Effect,
based
their
reports
with
avatar.
Participants
were
565
gamers
(Mage
=
29.3
years;
SD
10.6),
assessed
twice,
six
months
apart,
using
User-Avatar-Bond
Scale
Scale.
Tuned
untuned
ML
showed
models
could
accurately
identify
individuals
higher
propensity,
informed
by
a
gamer's
reported
UAB,
age,
length
gaming
involvement,
both
concurrently
longitudinally
(i.e.,
later).
Random
forests
performed
better
than
other
MLs,
identification
strongest
predictor.
suggests
propensity
for
stronger
user-avatar
bond,
informing
gamified
health
applications
introduce
adaptive
behavioral
changes
Prevention
practice
implications
are
discussed.
Язык: Английский
Proteus effect avatar profiles: Associations with disordered gaming and activity levels
Addictive Behaviors Reports,
Год журнала:
2024,
Номер
20, С. 100562 - 100562
Опубликована: Авг. 3, 2024
Gaming
avatars
can
influence
users'
attitudes
and
behaviors
manifest
as
the
proteus
effect.
The
present
study
examined
effect
profiles
among
571
gamers
their
associations
with
disordered
gaming
physical
activity.
Latent
class
analysis
identified
three
profiles:
non-influenced
gamers,
emotion-perception
influenced
(highest
effect),
emotion-behavior
(moderate
effect).
high
group
exhibited
significantly
higher
disorder
symptoms
at
baseline
6
months
compared
to
other
profiles.
Proteus
did
not
differ
in
activity
levels.
However,
predicted
lower
over
time.
strong
group's
avatar
immersion
may
increase
risks.
Minimal
for
appears
protective.
While
do
directly
relate
activity,
amplified
reduce
active
lifestyles.
Overall,
findings
demonstrate
how
differentially
affect
gamers'
experiences
functioning
through
proteus-induced
changes.
Язык: Английский