Intrapersonal and interpersonal emotion regulation and identity: A preliminary study of avatar identification and gaming in adolescents and young adults

Psychiatry Res. 2021 Jan:295:113627. doi: 10.1016/j.psychres.2020.113627. Epub 2020 Dec 1.

Abstract

The aim of this study was to investigate the relationships between the process of identity formation, emotion regulation (intrapersonal and interpersonal), avatar identification, and gaming in adolescents and young adults. Data (from eight standardized questionnaires) were collected from 37 non-gamers (NGs), 133 non-problematic gamers (NPGs), and 37 problematic gamers (PGs). The results showed that PGs had higher scores in lack of emotional consciousness, lack of emotional clarity, and expressive suppression, while also having lower scores in cognitive reappraisal and interpersonal emotion regulation than NPGs or NGs. They also had higher scores in ruminative exploration and lower scores in exploration in depth. In addition, factors associated with Internet gaming disorder (IGD) differed by gender. In females, lack of emotional clarity, interpersonal emotion regulation, commitment, and in-depth exploration were associated with IGD. In males, however, negative emotions, lack of emotional consciousness, lack of emotional clarity, suppressive expression, and ruminative exploration were associated with the disorder. These results highlighted the need to consider gender specificities when caring for video game-players and using of therapies or psychotherapeutic techniques to improve their emotional processes and promote their identity-construction.

Keywords: Avatar identification; Emotion regulation; Gender; Identity; Internet gaming disorder; Interpersonal emotion regulation.

MeSH terms

  • Adolescent
  • Adult
  • Behavior, Addictive / diagnosis
  • Behavior, Addictive / psychology
  • Child
  • Cross-Sectional Studies
  • Emotional Regulation / physiology*
  • Female
  • Humans
  • Internet Addiction Disorder / diagnosis
  • Internet Addiction Disorder / psychology*
  • Interpersonal Relations*
  • Male
  • Social Identification*
  • Surveys and Questionnaires
  • Video Games / psychology*
  • Young Adult