Besides socio-demographic [i.e. age, gender, cultural background, family condition, romantic relationship involvement], game use information [i.e. daily playing time], the Internet Gaming Disorder Test - Short Form [IGD9-SF; reflecting the APA criteria] and the Gaming Disorder Test [GDT-4; reflecting the WHO criteria] for gaming disorder behaviours, participants addressed:a) personality with the Mini-International Personality Item Pool [20 items]; b) depression and anxiety with the Depression Anxiety and Stress Scale [DASS 21 ];c) cultural values with the Individualism and Collectivism Scale [ICS];d) the experience of the game surrounding as real with the Presence Questionnaire [PQ];e) the absorbance by the online activity with the Online Flow Questionnaire [OFQ];f) the experience of the avatar as the physical, emotional and identity extension of one’s self with the Self-Presence Questionnaire [SPQ];g) the level of identification, immersion and compensation through the avatar with User-Avatar-Questionnaire [UAQ];h) how much the user behaves like the avatar in real-life with the Proteus Effect Scale [PES] and;i) how fulfilling their communication within their family is with the Family Communication Scale [FCS]. Fitbit actigraphy also recorded total steps, distance moved in Kilometres, calorie expenditure, sleep duration, and active minutes for seven days surrounding the assessment.
Date Submitted: 2023-03-09