Victoria University, Footscray, Australia.
University of Tasmania, School of Psychological Sciences, Newnham Campus, Building O, Launceston, TAS, 7250, Australia.
Psychiatr Q. 2020 Sep;91(3):615-628. doi: 10.1007/s11126-020-09727-4.
Gamers represent themselves in online gaming worlds through their avatars. The term "Proteus Effect" (PE) defines the potential influences of the gamers' avatars on their demeanour, perception and conduct and has been linked with excessive gaming. There is a significant lack of knowledge regarding likely distinct PE profiles and whether these could be differentially implicated with disordered gaming. A normative group of 1022 World of Warcraft (WoW) gamers were assessed in the present study (Mean = 28.60 years). The Proteus Effect Scale (PES) was used to evaluate the possible avatar effect on gamers' conduct, and the Internet Gaming Disorder Scale-Short-Form was used to examine gaming disorder behaviors. Latent class profiling resulted in three distinct PE classes, 'non-influenced-gamers' (NIGs), 'perception-cognition-influenced-gamers' (PCIGs), and 'emotion-behaviour-influenced-gamers' (EBIGs). The NIGs reported low rates across all PES items. The PCIGs indicated higher avatar influence in their perception-experience but did not report being affected emotionally. The EBIGs indicated significantly higher avatar influence in their emotion and behaviour than the other two classes but reported stability in their perception of aspects independent of their avatar. Gaming disorder behaviours were reduced for the NIGs and progressively increased for the PCIGs and the EBIGs.
玩家通过他们的虚拟形象在在线游戏世界中代表自己。术语“普罗透斯效应”(PE)定义了玩家的虚拟形象对他们的举止、感知和行为的潜在影响,并与过度游戏有关。关于可能存在的不同 PE 特征以及这些特征是否与游戏障碍存在差异,人们知之甚少。本研究对 1022 名魔兽世界(WoW)游戏玩家进行了评估(平均年龄为 28.60 岁)。使用普罗透斯效应量表(PES)评估虚拟形象对玩家行为的可能影响,使用互联网游戏障碍量表-短式评估游戏障碍行为。潜在类别分析产生了三个不同的 PE 类别,“不受影响的玩家”(NIGs)、“感知-认知受影响的玩家”(PCIGs)和“情绪-行为受影响的玩家”(EBIGs)。NIGs 在所有 PES 项目中报告的比率都较低。PCIGs 表示在他们的感知体验中有更高的虚拟形象影响,但没有报告受到情绪影响。EBIGs 表示他们的情绪和行为受到的虚拟形象影响明显高于其他两个类别,但报告说他们对与虚拟形象无关的方面的感知保持稳定。NIGs 的游戏障碍行为减少,而 PCIGs 和 EBIGs 的游戏障碍行为则逐渐增加。