Virtual-self Identity Construal in Online Video Games: A Repertory Grid Study
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| ClinicalTrials.gov Identifier: NCT04551638 |
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Recruitment Status :
Enrolling by invitation
First Posted : September 16, 2020
Last Update Posted : March 12, 2021
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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 |
|---|---|
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Online Videogame Players
One cohort of healthy young adults players of online video games.
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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 |
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
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.
| 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 |
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,
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
| Spain | |
| University of Barcelona | |
| Barcelona, Catalonia, Spain, 08035 | |
| Study Director: | Guillem Feixas Viaplana | University of Barcelona |
Publications:
| 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 |
| Studies a U.S. FDA-regulated Drug Product: | No |
| Studies a U.S. FDA-regulated Device Product: | No |
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Personal constructs Immersion Ideal self Actual self |
Virtual self Avatar Videogames MMORPG |

