1School of Psychology, The University of Adelaide, Australia.
2College of Education, Psychology and Social Work, Flinders University, Australia.
J Behav Addict. 2021 Jul 8;10(2):223-233. doi: 10.1556/2006.2021.00038.
Previous studies have reported that stronger avatar identification and negative self-concept are associated with gaming disorder (GD). This study aimed to examine the value and significance of avatars based on firsthand accounts from regular and problematic gamers, and to identify any potential links between avatar-related experiences and excessive gaming.
An online survey of 993 adult gamers yielded 3,972 text responses. Qualitative analysis of 59,059 words extracted 10 categories of avatar-related perspectives.
Some problem and non-problem gamers employed sentimental language (e.g., 'dear friend', 'like a child', 'part of my soul') to refer to their avatar. However, most participants perceived avatars as a means of achieving in-game goals and enabling greater interactivity (e.g., socializing). When asked to reflect on hypothetically losing their avatar, participants generally anticipated feeling temporary frustration or annoyance due to lost time and effort invested into the avatar. Although some participants reported that their avatar 'mattered', avatars were often considered as superficial ('just pixels') and peripheral to the primary reinforcement of achieving in-game rewards and objectives. Some broader psychological and identity issues such as gender dysphoria, rather than 'addiction', were cited as motivating persistent avatar-related interactions and attachment.
Participants reported diverse views on the psychological value and function of avatars, but the relationship between avatars and problematic gaming or GD was largely unclear or inconsistent, and refuted by some participants. Future research with clinical samples may lead to a better understanding of player-avatar processes, including whether avatar-stimuli facilitate the development of maladaptive gaming habits, particularly among psychologically vulnerable players. Future investigations should be mindful of 'overpathologizing' avatar-related phenomena and recognize their important role in socializing, storytelling, and creative expression among gamers.
先前的研究报告称,更强的化身认同感和消极的自我概念与游戏障碍(GD)有关。本研究旨在通过普通和有问题的游戏玩家的第一手资料来检验化身的价值和意义,并确定与化身相关的体验与过度游戏之间是否存在任何潜在联系。
对 993 名成年游戏玩家进行在线调查,共产生 3972 份文本回复。对从 59059 个单词中提取的 10 个类别的化身相关观点进行定性分析。
一些有问题和没有问题的游戏玩家使用情感化的语言(例如,“亲爱的朋友”、“像孩子一样”、“我的一部分灵魂”)来指代他们的化身。然而,大多数参与者将化身视为实现游戏目标和增强互动性的一种手段(例如,社交)。当被要求反思假设失去他们的化身时,参与者普遍预期会因为失去时间和投入到化身上的努力而感到暂时的沮丧或烦恼。虽然一些参与者表示他们的化身“很重要”,但化身通常被认为是肤浅的(“只是像素”),并且是次要的,主要是为了获得游戏中的奖励和目标。一些更广泛的心理和身份问题,如性别焦虑,而不是“成瘾”,被认为是促使与化身相关的持续互动和依恋的动机。
参与者报告了对化身的心理价值和功能的不同看法,但化身与有问题的游戏或 GD 之间的关系在很大程度上不清楚或不一致,并且被一些参与者反驳。对临床样本的未来研究可能会更好地理解玩家-化身过程,包括化身刺激是否有助于养成不良的游戏习惯,特别是在心理脆弱的玩家中。未来的研究应该注意不要“过度病理化”与化身相关的现象,并认识到它们在游戏玩家社交、讲故事和创造性表达方面的重要作用。