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Virtual-self Identity Construal in Online Video Games: A Repertory Grid Study

The safety and scientific validity of this study is the responsibility of the study sponsor and investigators. Listing a study does not mean it has been evaluated by the U.S. Federal Government. Read our disclaimer for details.
 
ClinicalTrials.gov Identifier: NCT04551638
Recruitment Status : Enrolling by invitation
First Posted : September 16, 2020
Last Update Posted : March 12, 2021
Sponsor:
Collaborator:
Universitat Oberta de Catalunya
Information provided by (Responsible Party):
Dr. Guillem Feixas, University of Barcelona

Brief Summary:

New technologies are changing the way of approach for many concepts that used to be quite established in the past. The Internet, and especially online videogames where people can create a customizable character to serve as their avatar on a virtual environment, seems to have a great impact on the way people construe their identity. People may use online gaming as a means to experience an enhanced version of their self that matches more accurately the attributes and traits they often relate to their ideal self or even other alternative selves.

With this project, the researchers aim to study the role that new technologies have on the way people build their identity nowadays. More specifically, the researchers intend to study how people use videogame avatars as a means to explore different alternative identities. The rebelieve that, it is possible for people to manifest entirely different versions of themselves through their online videogame characters. Sometimes, those alternative identities may even be a projection of what the player considers to be an ideal version of themselves. Other variables may increase or hinder that capacity to project the ideal self on a customizable "virtual self"; some are inherent to the person, such as cognitive complexity, their current level of psychological distress or their main motivation for playing, while others may be more related to the specific game they play, such as the degree of immersion experienced while playing.

The researchers will use the repertory grid technique to explore online videogame players' personal construct systems and how an ideal version of themselves and their perceived self-image may help to understand their need to explore alternative identities through their videogame characters. They will also administrate other instruments to measure people's experienced immersion when playing the game, the aspects of it that are more appealing to them, and their degree of subjective psychological distress in order to assess how these variables, among others extracted from the repertory grid, may affect this identity exploration.


Condition or disease Intervention/treatment
General Population Other: Psychological assessment with the Repertory Grid Technique

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Study Type : Observational
Estimated Enrollment : 200 participants
Observational Model: Cohort
Time Perspective: Cross-Sectional
Official Title: Virtual-self Identity Construal in Online Video Games: A Repertory Grid Study
Actual Study Start Date : February 15, 2021
Estimated Primary Completion Date : September 1, 2021
Estimated Study Completion Date : February 1, 2022

Group/Cohort Intervention/treatment
Online Videogame Players
One cohort of healthy young adults players of online video games.
Other: Psychological assessment with the Repertory Grid Technique
The RGT is a constructivist psychological tool to explore the structure and content of personal identity.
Other Name: RGT




Primary Outcome Measures :
  1. Repertory Grid: Self-Ideal Discrepancy [ Time Frame: 1 week after Day 1 ]
    Measured with the Repertory Grid Technique: It measures the distance between a person's ideal and actual self. A lower discrepancy indicates a greater self-esteem.

  2. Repertory Grid: Self-Virtual Discrepancy [ Time Frame: 1 week after Day 1 ]
    Measured with the Repertory Grid Technique:The distance between the actual self and the virtual self. A lower discrepancy indicates a person's greater identification with their videogame character.

  3. Repertory Grid: Virtual-Ideal Discrepancy [ Time Frame: 1 week after Day 1 ]
    Measured with the Repertory Grid Technique: The distance between the ideal self and virtual self. A lower discrepancy indicates a person's greater idealisation of their videogame character.


Secondary Outcome Measures :
  1. Repertory Grid: Presence of implicative dilemmas [ Time Frame: 1 week after Day 1 ]
    Measured with the Repertory Grid Technique: Implicative dilemmas reflect conflictive relationships between a person's constructs that keep them from changing undesired traits or behaviors that they perceive as being closely linked to other desirable ones.

  2. Repertory Grid: Presence of dilemmatic constructs [ Time Frame: 1 week after Day 1 ]
    Measured with the Repertory Grid Technique: Dilemmatic constructs can reflect a person's difficulty to discern how they would like to be in regard to the particular characteristic.

  3. Repertory Grid: Interpersonal cognitive differentiation [ Time Frame: 1 week after Day 1 ]
    Measured with the Repertory Grid Technique: It is a measure of the complexity with which individuals construe their experiences, the degree they use nuances (or not) in discriminating among self and others.

  4. PENS: Immersion [ Time Frame: Day 1. ]
    Measured with the Player Experience of Need Satisfaction questionnaire: It indicates the level of immersion experienced by a person when they play a specific videogame. The score can range from 9 to 63.

  5. PENS: Relatedness [ Time Frame: Day 1. ]
    Measured with the Player Experience of Need Satisfaction questionnaire: It indicates how much a specific videogame fulfills a person's necessity for social interaction. The score can range from 3 to 21.

  6. PENS: Competence [ Time Frame: Day 1. ]
    Measured with the Player Experience of Need Satisfaction questionnaire: It indicates how much a specific videogame fulfills a person's necessity for competitivity and achievement. The score can range from 3 to 21.

  7. Psychological Distress [ Time Frame: Day 1. ]
    Measured with the Clinical Outcomes in Routine Evaluation - Outcome Measure questionnaire: It indicates a person's levels of psychological well-being experienced on different dimensions. The total score can range from 0 to 136, and the mean score ranges from 0 to 4.

  8. Self-esteem [ Time Frame: Day 1. ]
    Measured with the Rosenberg self-esteem scale: It can range from 10 to 40 and it is an indicator of a person's level of self-esteem.



Information from the National Library of Medicine

Choosing to participate in a study is an important personal decision. Talk with your doctor and family members or friends about deciding to join a study. To learn more about this study, you or your doctor may contact the study research staff using the contacts provided below. For general information, Learn About Clinical Studies.


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Ages Eligible for Study:   18 Years and older   (Adult, Older Adult)
Sexes Eligible for Study:   All
Accepts Healthy Volunteers:   Yes
Sampling Method:   Non-Probability Sample
Study Population
People who play on a regular basis an online videogame that allows the creation of a customizable character. For this study, we are focusing on players of the game "World of Warcraft". We are focusing on general population from around the world who will be contacted online.
Criteria

Inclusion Criteria:

  • Have an active World of Warcraft account.

Exclusion Criteria:

  • Play World of Warcraft or any other game professionally
  • Consume drugs while playing
  • Previous or current record of severe mental disorders
  • Any condition that renders a person unable to answer online or face-to-face surveys,

Information from the National Library of Medicine

To learn more about this study, you or your doctor may contact the study research staff using the contact information provided by the sponsor.

Please refer to this study by its ClinicalTrials.gov identifier (NCT number): NCT04551638


Locations
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Spain
University of Barcelona
Barcelona, Catalonia, Spain, 08035
Sponsors and Collaborators
University of Barcelona
Universitat Oberta de Catalunya
Investigators
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Study Director: Guillem Feixas Viaplana University of Barcelona
Additional Information:
Publications:
Feixas, G., Bach, L., & Laso, E. (2004). Factors affecting interpersonal construct differentiation when measured using the repertory grid.Journal of Construc- tivist Psychology,17, 297-311.
Feixas, G. & Cornejo, J.M. (1996). Manual de la técnica de rejilla mediante el programa RECORD ver. 2.0 (2a ed.) Barcelona: Paidós.
Fransella, F., Bell, R. & Bannister, D. (2004). A manual for repertory grid technique (2nd edition). Chichester: Wiley.
Garcia-Gutierrez, A. & Feixas, G. (2018). GRIDCOR: A Repertory Grid Analysis Tool (Version 6.0) [Web application]. Retrieved from http://www.repertorygrid.net/en
Gilbert, R., Thadani, V., Handy, C., Andrews, H., Sguigna, T., Sasso, A. & Payne, S. (2014). The psychological functions of avatars and alt(s): A qualitative study. Computers in Human Behavior, 32, pp. 1-8.
Hu, C., Zhao, L. & Huang, J. (2015). Achieving self-congruency? Examining why individuals reconstruct their virtual identity in communities of interest established within social network platforms. Computers in Human Behavior, 50, pp. 465-475.
Johnson, D., Gardner, M. J. & Perry, R. (2018). Validation of two game experience scales: The Player Experience of Need Satisfaction (PENS) and Game Experience Questionnaire (GEQ). International Journal of Human-Computer Studies, 118, pp.38-46.
Kovářová, M., & Filip, M. (2015). Integrating the differentiated: A review of the personal construct approach to cognitive complexity. Journal of Constructivist Psychology, 28(4), 342-366.
Ribeiro, J. C. (2009). The increase of the experiences of the self through the practice of multiple virtual identities. PsychNology Journal, 7 (3), pp. 291-302.
Rosenberg, M. (1965). Society and the adolescent self-image. Princeton: Princeton University Press.

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Responsible Party: Dr. Guillem Feixas, Professor, University of Barcelona
ClinicalTrials.gov Identifier: NCT04551638    
Other Study ID Numbers: UBipcsagp
First Posted: September 16, 2020    Key Record Dates
Last Update Posted: March 12, 2021
Last Verified: March 2021
Individual Participant Data (IPD) Sharing Statement:
Plan to Share IPD: Undecided

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Studies a U.S. FDA-regulated Drug Product: No
Studies a U.S. FDA-regulated Device Product: No
Keywords provided by Dr. Guillem Feixas, University of Barcelona:
Personal constructs
Immersion
Ideal self
Actual self
Virtual self
Avatar
Videogames
MMORPG