Unveiling Health Insights: Exploring the Link Between Virtual Engagement and Real-World Well-being
Creators: name: Brown, Taylor
Publisher: name: RMIT University
Year: 2025
Subjects: classificationCode: 520302
subject: Clinical psychology

description: The overarching research objective of the thesis with publication aims to explore innovative, cost-effective assessment and treatment strategies incorporating virtual reality features. Guided by the World Health Organisation (WHO) and the American Psychological Association (APA), this thesis undertakes a comprehensive investigation into Internet Gaming Disorder (IGD) and its implications. Specifically, the thesis targets the evaluation of the under-researched User-Avatar Bond (UAB) and its influence on psychological outcomes, alongside the impact of pre-existing psychopathological conditions on treatment effectiveness. To achieve this overarching research question, the present thesis comprises three empirical studies, each with specific objectives.

Empirical Study One develops and validates the User Avatar Discrepancy Scale (UADS) to assess the gap between users' self-perceptions and their avatars in gaming environments. Validated among 477 Czech gamers, aged 11 to 21, the scale was found to have a unifactorial structure, with users typically viewing their avatars more favourably. This study contributes to exploring innovative assessment methods by providing a tool for assessing discrepancies that affect well-being, supporting the development of effective assessment strategies. 

Empirical Study Two harnesses machine learning methodologies to evaluate the UAB as a digital phenotype predicting depression risks among 565 gamers. Findings revealed that AI models can learn to accurately and automatically identify depression risk cases, based on gamers reported UAB, both at present and six months later. The findings align with the overarching research objective of developing cost-effective strategies for early detection and intervention in mental health detection and interventions in digital environments.

Empirical Study Three examines how comorbid psychopathological symptoms influence treatment efficacy for excessive digital media use. Latent class analysis identified two psychopathological profiles among 203 treatment seekers, suggesting that those with lower psychopathology had better treatment outcomes. This study underscores the need for personalised treatment strategies that address complex psychological profiles, thereby improving treatment approaches for IGD.

Collectively, these studies addressed the overarching research question of addressing the overarching research gaps outlined by the APA and WHO and provide substantial contributions to the fields of digital media and mental health. Theoretically, this thesis enhances the deepens the understanding of the UAB, presenting it as a cyber-phenotype that predicts mental health risk, such as depression. Practically, these findings enhance mental health assessment and intervention strategies. The UADS allows clinicians to better assess individuals at risk for IGD and related conditions, while machine learning models leveraging UAB dimensions enhance early detection of depression risks. Identifying distinct psychopathological profiles informs the development of personalised, adaptive treatment strategies. From a societal viewpoint, this thesis emphasises the need to formally recognise and diagnose gaming-related disorders to mitigate harm and maximise the benefits of gaming. Incorporating user-avatar metrics into digital platforms aids early detection of mental health issues and may encourage healthier engagement. Game developers and platform designers are encouraged to implement harm-minimising strategies, fostering safer digital space that support mental health and well-being. This interdisciplinary approach enhances the understanding and treatment of gaming disorders, contributing to the broader conversation on digital well-being.