Proteus effect avatar profiles: Associations with disordered gaming and activity levels DOI Creative Commons
Kaiden Hein, Tyrone L. Burleigh,

A.P. Gorman

и другие.

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

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

и другие.

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

Процитировано

5

Gaming Disorder: The role of a gamers flow profile DOI Creative Commons
Trent Anthony Footitt,

Natasha Christofi,

Dylan Poulus

и другие.

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

Процитировано

4

Enhancing communication with elderly and stroke patients based on sign-gesture translation via audio-visual avatars DOI Creative Commons
Khalil Saleh, A.A. Karim

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

Процитировано

0

Flowing in the net of disordered gaming: A network analysis approach DOI Creative Commons
Tyrone L. Burleigh, Trent Anthony Footitt, Michelle Colder Carras

и другие.

Addictive Behaviors Reports, Год журнала: 2025, Номер 21, С. 100606 - 100606

Опубликована: Апрель 14, 2025

Язык: Английский

Процитировано

0

Exploring user-avatar bond profiles: Longitudinal impacts on internet gaming disorder DOI Creative Commons
Taylor Brown, Raffaela Smith, Daniel Zarate

и другие.

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

Процитировано

2

Predicting proteus effect via the user avatar bond: a longitudinal study using machine learning DOI Creative Commons

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

Процитировано

0

Proteus effect avatar profiles: Associations with disordered gaming and activity levels DOI Creative Commons
Kaiden Hein, Tyrone L. Burleigh,

A.P. Gorman

и другие.

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

Процитировано

0