Customizing Your Demons: Anxiety Reduction via Anthropomorphizing and Destroying an “Anxiety Avatar”

Character customization is a prominent feature in digital games, affording users the ability to tailor one’s virtual self-representation (avatar) to match aspects of their actual or ideal self, influencing psychological well-being. The mental health implications of character customization can be par...

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Published inFrontiers in psychology Vol. 11; p. 566682
Main Authors Pimentel, Daniel, Kalyanaraman, Sri
Format Journal Article
LanguageEnglish
Published Switzerland Frontiers Media S.A 03.12.2020
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ISSN1664-1078
1664-1078
DOI10.3389/fpsyg.2020.566682

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Summary:Character customization is a prominent feature in digital games, affording users the ability to tailor one’s virtual self-representation (avatar) to match aspects of their actual or ideal self, influencing psychological well-being. The mental health implications of character customization can be partially explained by self-discrepancy theory, which argues that achieving congruence with one’s avatar reduces cognitive dissonance. However, the role of undesirable self-concepts such as mental health ailments have largely been overlooked in this context despite forming part of one’s identity. In theory, customization of an avatar representing undesirable self-concepts presents a self-regulatory paradox: individuals desire to reduce discrepancies with a self-representation, yet they also desire to enlarge discrepancies with a disliked-self. To reconcile this, two experiments explored the psychological implications of imbuing avatars with undesirable self-concepts. In Study 1 ( N = 90), participants customized an avatar to represent anxiety within themselves (i.e., an anxiety avatar). Customization significantly reduced state anxiety compared to a control group, supporting the proposed discrepancy-reduction mechanism. Study 2 ( N = 122) employed a 2 (customization: yes, no) × 2 (destruction: yes, no) between-subjects design, with participants either destroying or observing an anxiety avatar. Destruction of customized anxiety avatars resulted in the largest reduction in anxiety among all conditions, supporting the proposed discrepancy-enlargement mechanism. Theoretical and practical implications for the use of avatar-based e-mental health interventions are discussed.
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Reviewed by: Max Birk, Eindhoven University of Technology, Netherlands; Jean-Luc Lugrin, Julius Maximilian University of Würzburg, Germany
This article was submitted to Human-Media Interaction, a section of the journal Frontiers in Psychology
Edited by: Rachel Kowert, Take This, Seattle, United States
ISSN:1664-1078
1664-1078
DOI:10.3389/fpsyg.2020.566682