
@article{ref1,
title="Adverse childhood experiences and avatar preferences in online games",
journal="Zeitschrift fur Kinder- und Jugendpsychiatrie und Psychotherapie",
year="2019",
author="Kothgassner, Oswald David and Plener, Paul L. and Sachser, Cedric and Witt, Andreas and Brahler, Elmar and Fegert, Jörg Michael",
volume="ePub",
number="ePub",
pages="1-9",
abstract="This study investigates the relationship between adverse childhood experiences (ACEs), age, and sex with respect to their avatar preference in online games. The analyses comprise a subsample of n = 1817 adolescents and adults from 14 to 60 years within a representative German population-based study. <br><br>RESULTS indicate that 14 % of this sample uses avatars in online games, with significantly more males (22.6 %) than females (7.7 %) doing so. Persons with multiple ACEs (≥ 4) have a higher OR of 2.05 (95 % CI: 1.418-2.956) to use avatars in online games. Regarding avatar preference, females are more likely to play supporters than males, and males are more likely to choose damagers and mixed-type avatars than females. Participants with an experience of parental divorce during their childhood reported higher preference of playing supporter or mixed-type avatars in comparison with damager avatars. Moreover, participants with mental illness or suicide in the family show a higher preference of mixed-type avatars compared to damager, but not to supporter avatars. Knowledge about the use of avatars can be an interesting source of information for supporting psychotherapeutic treatment in a young age group.<p /> <p>Language: en</p>",
language="en",
issn="1422-4917",
doi="10.1024/1422-4917/a000647",
url="http://dx.doi.org/10.1024/1422-4917/a000647"
}