Please use this identifier to cite or link to this item: https://hdl.handle.net/2440/131397
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dc.contributor.authorGreen, Racquel-
dc.date.issued2020-
dc.identifier.urihttp://hdl.handle.net/2440/131397-
dc.descriptionThis item is only available electronically.en
dc.description.abstractMany games feature avatars that enable adoption of, and experimentation with, roles and identities. How avatar- and self-related processes develop and maintain gaming disorder (GD) is unclear. This review examined 18 quantitative studies of avatar- and self-related concepts and problematic gaming, including 13 survey-based and 5 neuroimaging studies. Survey-based studies consistently reported that negative self-concept, avatar identification, and large self-avatar discrepancies were associated with problematic gaming. Poor selfconcept appears to be a GD risk factor. Further research should explain how avatars relate to GD’s addictive mechanisms (e.g., cognitive distortions, reward-seeking), amid calls for GDrelated interventions to focus on avatar identification.en
dc.subjectMasters; Psychology; Clinicalen
dc.titleA systematic review and investigation of avatar- and self-related processes and problematic gamingen
dc.typeThesisen
dc.contributor.schoolSchool of Psychology-
dc.provenanceThis electronic version is made publicly available by the University of Adelaide in accordance with its open access policy for student theses. Copyright in this thesis remains with the author. This thesis may incorporate third party material which has been used by the author pursuant to Fair Dealing exceptions. If you are the author of this thesis and do not wish it to be made publicly available, or you are the owner of any included third party copyright material you wish to be removed from this electronic version, please complete the take down form located at: http://www.adelaide.edu.au/legals-
dc.description.dissertationThesis (M.Psych(Clinical)) -- University of Adelaide, School of Psychology, 2020-
Appears in Collections:School of Psychology

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