Gamers and Avatars
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What the connection between video-gamers and their in-game avatars can teach us about their physical activity and mental health in the real world?
Background:
Video games are a popular source of enjoyment for both children and adults. However, excessive gaming can lead to difficulties in various aspects of life, including academic performance and overall well-being. Despite these negative effects of “over-gaming”, people who play too much have been shown to not talk about their problems and/or ask for help, worsening the negative consequences of over-gaming. Research indicates that a person's choices regarding their in-game character, known as an avatar, can provide insights into their emotions, exercise habits, communication patterns within their family, and even their overall engagement with mobile phones and social media. Essentially, avatars can reflect aspects of a person's real-life experiences and behaviours.
Aims:
The primary objective of this study is to investigate different profiles among individuals who play video games, based on their connection with their avatars. Furthermore, the study aims to understand how a player's real-life identity and their gaming experiences may relate to these profiles. Lastly, the study aspires to explore the potential of user-avatar connection profiles in providing valuable information about individuals' mental health and physical activity outside of the gaming context.
how players interact with their avatars and what these interactions can reveal about their real-life behaviours?
Project significance:
To achieve these aims, over 500 adolescent and adult gamers (12 years old and above) will be recruited for the study. Over a period of one week (7 days), participants will be asked to complete online questionnaires, wear a Fitbit watch to track their physical activity levels, and install a specialized mobile application to monitor their phone usage. These data collection procedures will be repeated every six months for a total duration of 18 months, resulting in four data collection points. The information gathered through this study will offer crucial insights into how players interact with their avatars and what these interactions can reveal about their real-life behaviours. Ultimately, these findings may contribute to the development of strategies aimed at promoting the benefits of gaming while mitigating the risks associated with excessive gameplay.