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Original Articles

Understanding the relationship between the Proteus effect, immersion, and gender among World of Warcraft players: An empirical survey study

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Pages 821-836 | Received 24 Jan 2019, Accepted 09 Feb 2020, Published online: 24 Feb 2020

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Kim Szolin, Daria J. Kuss, Filip M. Nuyens & Mark D. Griffiths. (2023) Exploring the user-avatar relationship in videogames: A systematic review of the Proteus effect. Human–Computer Interaction 38:5-6, pages 374-399.
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Małgorzata Gawlik-Kobylińska. (2023) The Proteus effect on security and safety exergamers. Interactive Learning Environments 31:5, pages 2707-2721.
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Articles from other publishers (16)

Hélène Yildiz, Alan Reiter, Demetris Vrontis & Jean-Pierre Mouline. (2024) Interacting in virtual reality: When the Proteus effect stimulates 3D MMORPG players to buy. Technological Forecasting and Social Change 201, pages 123205.
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Seungjong Sun, Jang Hyun Kim, Kwan Min Lee & Dongyan Nan. (2023) Exploring the association between the Proteus effect and intention to play massive multiplayer online role-playing games (MMORPGs). Internet Research 34:1, pages 58-78.
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Emmanuel Fokides & Panagiotis Antonopoulos. (2024) Development and testing of a model for explaining learning and learning-related factors in immersive virtual reality. Computers & Education: X Reality 4, pages 100048.
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Juhi Gahlot Sarkar, Abhigyan Sarkar & S. Sreejesh. (2023) What is in a game? The impact of advergame design and reward elements on gamers' brand patronage. Asia Pacific Journal of Marketing and Logistics 35:10, pages 2538-2564.
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Yansheng Liu. (2023) The Proteus Effect: Overview, Reflection, and Recommendations. Games and Culture.
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Abhigyan Sarkar & Juhi Gahlot Sarkar. (2022) Gift of fantasy: investigating how fantasy in digital game impacts game brand immersion. Information Technology & People 36:2, pages 661-682.
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Kim Szolin, Daria J. Kuss, Filip M. Nuyens & Mark D. Griffiths. (2023) “I am the character, the character is me”: A thematic analysis of the user-avatar relationship in videogames. Computers in Human Behavior, pages 107694.
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David Beyea, Rabindra (Robby) Ratan, Yiming (Skylar) Lei, Hanjie Liu, Gabriel E. Hales & Chaeyun Lim. (2022) A New Meta-Analysis of the Proteus Effect: Studies in VR Find Stronger Effect Sizes. PRESENCE: Virtual and Augmented Reality 31, pages 189-202.
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Amira Trabelsi-Zoghlami, Mourad Touzani, Molka Abbes & Ahmed Anis Charfi. (2022) Les composantes de l’expérience de consommation des joueurs en ligne : de la réalisation virtuelle à la virtualisation réelle. Recherche et Applications en Marketing (French Edition) 37:4, pages 129-157.
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Amira Trabelsi-Zoghlami, Mourad Touzani, Molka Abbes & Ahmed Anis Charfi. (2022) The components of the gaming consumption experience: From virtual realisation to real-world virtualisation. Recherche et Applications en Marketing (English Edition) 37:3, pages 121-148.
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Suleman Lazarus, Mark Button & Richard Kapend. (2022) Exploring the value of feminist theory in understanding digital crimes: Gender and cybercrime types. The Howard Journal of Crime and Justice 61:3, pages 381-398.
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Akimi Oyanagi, Takuji Narumi, Jean-Luc Lugrin, Kazuma Aoyama, Kenichiro Ito, Tomohiro Amemiya & Michitaka Hirose. 2022. HCI International 2022 – Late Breaking Papers: Interacting with eXtended Reality and Artificial Intelligence. HCI International 2022 – Late Breaking Papers: Interacting with eXtended Reality and Artificial Intelligence 143 158 .
Sercan Sengun, Jennifer Price, Lyndsie Schlink & Kristin Walker. 2022. Games and Narrative: Theory and Practice. Games and Narrative: Theory and Practice 105 118 .
Vasileios Stavropoulos, Tyler Michael John Frost, Taylor Brown, Peter Gill, Trent Anthony Footitt & Lee Kannis-Dymand. (2021) Internet gaming disorder behaviours: a preliminary exploration of individualism and collectivism profiles. BMC Psychiatry 21:1.
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Hüseyin Ünübol, Ayşe Şenay Koç, Gökben Hızlı Sayar, Vasileios Stavropoulos, Kagan Kircaburun & Mark D. Griffiths. (2020) Measurement, Profiles, Prevalence, and Psychological Risk Factors of Problematic Gaming Among the Turkish Community: A Large-scale National Study. International Journal of Mental Health and Addiction 19:5, pages 1662-1682.
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Raquel Green, Paul H. Delfabbro & Daniel L. King. (2021) Avatar identification and problematic gaming: The role of self-concept clarity. Addictive Behaviors 113, pages 106694.
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