Evidence map›Paper›PMID 37943343›Full record

ArticleJournal of behavioral addictions2023

Deep learning(s) in gaming disorder through the user-avatar bond: A longitudinal study using machine learning.

Vasileios Stavropoulos, Daniel Zarate, Maria Prokofieva, Noirin Van de Berg, Leila Karimi, Angela Gorman Alesi, Michaella Richards, Soula Bennet, Mark D Griffiths

Erratum issuedOpen access · goldAbstract read
In one paragraph

Article in Journal of behavioral addictions, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. An erratum has been issued. Cited by 9 papers.

0numbers the graph read from it
0cells of the map it votes in
9citing papers in PubMed
8.7field-weighted citation impact, top 2% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

9 citing papers in PubMed, 15 citations in OpenAlex.

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  8. Gaming Disorder: The role of a gamers flow profile.Addictive behaviors reports · 2024
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4 · The record

Corrections and comments

5 · Who and what money

Authors and funding

9 authors at 6 institutions in 3 countries.

Vasileios Stavropoulos1Department of Psychology, Applied Health, School of Health and Biomedical Sciences, RMIT University, Australia.ORCID 0000-0001-6964-4662
Daniel Zarate1Department of Psychology, Applied Health, School of Health and Biomedical Sciences, RMIT University, Australia.ORCID 0000-0002-1508-8637
Maria Prokofieva2Victoria University, Australia.ORCID 0000-0003-1974-3827
Noirin Van de Berg4The Three Seas Psychology, Australia.
Leila Karimi1Department of Psychology, Applied Health, School of Health and Biomedical Sciences, RMIT University, Australia.ORCID 0000-0003-2364-504X
Angela Gorman Alesi5Catholic Care Victoria, Australia.
Michaella Richards6Mighty Serious, Australia.
Soula Bennet7Quantum Victoria, Australia.
Mark D Griffiths8International Gaming Research Unit, Psychology Department, Nottingham Trent University, UK.ORCID 0000-0001-8880-6524
RMIT University · AUChristian Heritage College · AUNational and Kapodistrian University of Athens · GRNottingham Trent University · GBQuantum (Australia) · AUVictoria University · AU

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background and aims: Gaming disorder [GD] risk has been associated with the way gamers bond with their visual representation (i.e., avatar) in the game-world. More specifically, a gamer's relationship with their avatar has been shown to provide reliable mental health information about the user in their offline life, such as their current and prospective GD risk, if appropriately decoded. Methods: To contribute to the paucity of knowledge in this area, 565 gamers (Mage = 29.3 years; SD =10.6) were assessed twice, six months apart, using the User-Avatar-Bond Scale (UABS) and the Gaming Disorder Test. A series of tuned and untuned artificial intelligence [AI] classifiers analysed concurrently and prospectively their responses. Results: Findings showed that AI models learned to accurately and automatically identify GD risk cases, based on gamers' reported UABS score, age, and length of gaming involvement, both concurrently and longitudinally (i.e., six months later). Random forests outperformed all other AIs, while avatar immersion was shown to be the strongest training predictor. Conclusion: Study outcomes demonstrated that the user-avatar bond can be translated into accurate, concurrent and future GD risk predictions using trained AI classifiers. Assessment, prevention, and practice implications are discussed in the light of these findings.

Indexed as

Behavior, AddictiveDeep LearningVideo GamesArtificial IntelligenceAvatarHumansLongitudinal StudiesMachine LearningProspective Studiesartificial intelligenceavatargaming disordermachine learningonline gaminguser-avatar bond

Identifiers

PMID37943343
PMCPMC10786223
OpenAlexW4388526364

What OpenQuestion holds

Textmetadata
LicenceCC BY-NC
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.