Depersonalization and Interent Gaming Disorder Symptoms: An insight into the player and avatar’s connection
Faculty Mentor
Meredith Ginley
Mentor Home Department
Psychology
Short Abstract
Internet gaming is a form of entertainment for many individuals, but it may become problematic. In the Diagnostic and Statistical Manual of Mental Disorders fifth edition, Internet gaming disorder is a newer diagnostic label introduced into the clinical literature as a condition that requires further study of its diagnostic structure. Meanwhile, the International Classification of Diseases eleventh revision has expanded its diagnostic criteria to recognize the negative effects of internet gaming with its inclusion of “gaming disorder” as a diagnosable mental health condition. Given these worldwide concerns about problematic gaming, it is important to understand the differences between individuals who may experience gaming-related harm and those who do not. Some individuals who play specific genres of video games (e.g., Massive Multiplayer Online Role-Playing Games) with unique game mechanics may be more susceptible to experiencing depersonalization, or a state of mind in which the self appears unreal, causing further concern for the impact of gaming on psychological well-being. The current study explores whether depersonalization is a risk factor for video game-related concerns. This study will also explore if any aspects of actual gameplay (e.g. My body feels very light as if it were floating on air while playing video games.) increase video-game-related symptomology. In a large sample of undergraduate students (expected sample size of 500), I will explore correlations between experiences of depersonalization (measured by the Cambridge Depersonalization Scale) and endorsement of VG-related symptoms as measured by (measured by the Internet Gaming Disorder Scale-Short Form). I will also use descriptive statistics to explore possible associations between demographic variables (e.g., age, gender, race/ethnicity, year in school) and symptoms of depersonalization, gaming-related symptoms, and aspects of video game play. I hypothesize that the association between the genre of internet games and avatar creation could lead to increased symptoms of IGD and symptoms of DP in college students.
Category
Social Sciences
Start Date
5-4-2024 8:00 AM
End Date
5-4-2024 9:00 AM
Location
D.P. Culp Center Room 272 (East Tennessee Room)
Depersonalization and Interent Gaming Disorder Symptoms: An insight into the player and avatar’s connection
D.P. Culp Center Room 272 (East Tennessee Room)
Internet gaming is a form of entertainment for many individuals, but it may become problematic. In the Diagnostic and Statistical Manual of Mental Disorders fifth edition, Internet gaming disorder is a newer diagnostic label introduced into the clinical literature as a condition that requires further study of its diagnostic structure. Meanwhile, the International Classification of Diseases eleventh revision has expanded its diagnostic criteria to recognize the negative effects of internet gaming with its inclusion of “gaming disorder” as a diagnosable mental health condition. Given these worldwide concerns about problematic gaming, it is important to understand the differences between individuals who may experience gaming-related harm and those who do not. Some individuals who play specific genres of video games (e.g., Massive Multiplayer Online Role-Playing Games) with unique game mechanics may be more susceptible to experiencing depersonalization, or a state of mind in which the self appears unreal, causing further concern for the impact of gaming on psychological well-being. The current study explores whether depersonalization is a risk factor for video game-related concerns. This study will also explore if any aspects of actual gameplay (e.g. My body feels very light as if it were floating on air while playing video games.) increase video-game-related symptomology. In a large sample of undergraduate students (expected sample size of 500), I will explore correlations between experiences of depersonalization (measured by the Cambridge Depersonalization Scale) and endorsement of VG-related symptoms as measured by (measured by the Internet Gaming Disorder Scale-Short Form). I will also use descriptive statistics to explore possible associations between demographic variables (e.g., age, gender, race/ethnicity, year in school) and symptoms of depersonalization, gaming-related symptoms, and aspects of video game play. I hypothesize that the association between the genre of internet games and avatar creation could lead to increased symptoms of IGD and symptoms of DP in college students.