Proteus effect avatar profiles: Associations with disordered gaming and activity levels
Hein, Kaiden ORCID: 0000-0002-1758-9208, Burleigh, Tyrone L
ORCID: 0000-0002-3405-140X, Gorman-Alesi, Angela, Prokofieva, Maria
ORCID: 0000-0003-1974-3827 and Stavropoulos, Vasileios
ORCID: 0000-0001-6964-4662
(2024)
Proteus effect avatar profiles: Associations with disordered gaming and activity levels.
Addictive Behaviors Reports, 20.
ISSN 2352-8532
Abstract
Gaming avatars can influence users’ attitudes and behaviors and manifest as the proteus effect. The present study examined proteus effect profiles among 571 gamers and their associations with disordered gaming and physical activity. Latent class analysis identified three profiles: non-influenced gamers, emotion-perception influenced gamers (highest proteus effect), and emotion-behavior influenced gamers (moderate proteus effect). The high proteus effect group exhibited significantly higher gaming disorder symptoms at baseline and 6 months compared to other profiles. Proteus effect profiles did not significantly differ in physical activity levels. However, higher disordered gaming and proteus effect predicted lower activity over time. The strong proteus effect group's avatar immersion may increase gaming disorder risks. Minimal avatar influence for the non-influenced gamers appears protective. While proteus effect profiles do not directly relate to activity, amplified disordered gaming can reduce active lifestyles. Overall, findings demonstrate how avatars differentially affect gamers’ experiences and functioning through proteus-induced changes.
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Item type | Article |
URI | https://vuir.vu.edu.au/id/eprint/49135 |
DOI | 10.1016/j.abrep.2024.100562 |
Official URL | https://doi.org/10.1016/j.abrep.2024.100562 |
Subjects | Current > FOR (2020) Classification > 5203 Clinical and health psychology Current > Division/Research > Institute for Health and Sport |
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