Nevertheless, it has been suggested that a combination of psychological and pharmacological treatment, together with treatments that are effective for other addictions (e.g., family involvement) may show positive results.KeywordsADHDComorbidityGaming disorderInternetPersonalityVideo games The treatment of disordered gaming is still in the early stages of research, and it is thus premature to attempt reaching strong conclusions. Neurobiological studies found similarities between disordered gaming and substance use disorder. When disordered gaming is suspected, individuals should be evaluated for common comorbidities such as depression, anxiety, attention deficit hyperactivity disorder, and obsessive–compulsive disorder. Other important variables include the genre of games preferred by individual players, and it is important to investigate what psychological motives underlie people’s engagement with this activity. When investigating the effects of playing video games, a number of personality traits such as neuroticism, introversion, impulsivity, and aggressiveness need to be taken into consideration. In 2016, the World Health Organization (WHO) included the diagnosis of “Gaming Disorder” as a “behavioral addiction” to the 11th International Classification of Diseases (ICD-11), and in 2019 the WHO officially recognized disordered gaming as a “mental health disorder”. When the DSM-5 was published in 2013, it included the tentative term “Internet Gaming Disorder” as a condition requiring further research.
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In the 1990s, disordered gaming was assessed according to the criteria for pathological gambling in the 4th revision of the Diagnostic and Statistical Manual of Mental Disorders (DSM-IV). As with other addictions, diminished control in disordered gaming may lead to the continuation of detrimental behavior even in the face of negative consequences including distress and functional impairment. Nevertheless, a minority of players may suffer from “disordered gaming” when excessive usage of video games becomes pathologic and dysfunctional. Internet gaming as a leisure activity is not uncommon, it is entirely legitimate and for most gamers unproblematic. We also identify potential reasons why our hypotheses have not been confirmed. For the first time, the relationship between player-avatar similarity and immersion was demonstrated in the condition of creating an avatar by the subjects and controlling it in the game. We consider this study to be a step forward in better understanding the mechanisms underlying the relationship between player-avatar similarity and game experience. Gender was not a significant moderator of the relationships between avatar similarity and game efficacy, game enjoyment and immersion. The results demonstrate that player-avatar similarity was positively related to immersion level (but not to game efficacy and game enjoyment). In the study (N = 130) participants created their avatars, played designed computer game Characterium and assessed their experience. As a second goal the study examines gender as the mechanism responsible for the relationship between avatar player-similarity and game experience: game enjoyment, game efficacy and immersion. The first aim of this study is to check whether there is a relationship between the player-avatar similarity and the game experience: game efficacy, game enjoyment and immersion. There is also a lack of research in which participants actually create their own avatars. In particular player-avatar similarity is related to the game experience, however, the results of previous studies are not conclusive. A particular element of computer games which significantly affects the gaming experience is avatars, i.e., representations of virtual players.