Contributors

Dobs

Dobs is a Lead UX Designer and designs digital experiences in variety of sectors. He has a BSc in Business IT & Software Engineering and is currently pursuing an MSc in Cyberpsychology. His passion is to help clients and organisation achieve their digital experience goals. He currently works as Lead UX Designer with Soho House in London, UK.

Elizabeth Larez

Elizabeth is a Games User Researcher experienced in cognitive and behavioral psychology, social sciences, affective neuroscience and ergonomy. She has a BSc in Occupational Therapy and is currently pursuing an MSc in Cyberpsychology. Her passion is to elevate players’ experiences in collaboration with cross-functional teams using user-centered and design-thinking approaches. She currently works in Ubisoft in Paris, France.

Mary-Liz

Mary-Liz is a digital marketing and web specialist with experience in a variety of sectors. She has a BSc in Multimedia, an MSc in Digital Marketing Strategy, and is currently pursuing an MSc in Cyberpsychology. Her passion is using the web and technology to bring about positive social change. She currently works as a Website Fundraising Officer with Friends of the Earth England, Wales and Northern Ireland.

Vlad

Vlad is a design systems' usability specialist working in the public sector. Currently pursuing an MSc in Cyberpsychology as he's passionate about future technologies and the myriad ways we will be interacting with and the impact it will have on us.
Small cog in a publishing platform, aiming to decrease editorial workload at the European Commission in Brussels, Belgium.

Psychological Theories

The psychological theories discussed in this Wiki are

Priming scripts & social learning theory

Social learning theory focuses on explaining how individuals learn through observation of others. Priming scripts fall under this umbrella theory. In simple terms, the observed ‘script’ is like a set of instructions the individual is ‘primed’ to follow when they encounter a particular social situation[1].

Emotional intelligence theory

Emotional intelligence is defined as a set of skills that contribute to the following; accurate identification of emotions in oneself and others, ability to accurately express one’s emotions, ability to assist others to express their emotions, ability to regulate one’s emotions, ability to assist others to regulate their emotions, utilisation of feelings for motivation in life, utilisation of feelings for life planning, utilisation of feelings to help one achieve desired outcomes in life[2].

Self-determination theory

A macro theory of human motivation which refers to people’s innate psychological needs[3].

It states that individuals’ innate psychological needs of relatedness (connection with others), competence (ability to perform skilled tasks) and autonomy (freedom of choice), when satisfied, enhance self-motivation and mental health.

Displacement Theory

A theory coined by Sigmund Freud that proposes displacement is a type of psychological self-defense mechanism that provides an outlet for negative emotions or memories. Negatively perceived feelings that are associated to one person are transferred onto someone or something else considered less harmful [4]. It transpires when encountering socially stressful situations.

Game Transfer Phenomena

A theory that refers to an involuntary process of sensory perceptions, spontaneous cognitive processes, changes in self-agency and behaviors, which result from interactions with a video game environment. This theory has been studied to understand the influence of how video games in the learning process [5].

Player-avatar relationships (PAR)

Refers to the emotional and cognitive connections that players establish with their in-game avatars — the digital representations of themselves or characters they control within a virtual environment, such as in video games or virtual reality simulations. These relationships can vary widely, ranging from a more utilitarian or instrumental perspective to a deeply empathetic and immersive connection.

Found in these articles

Online disinhibition effect

Refers to a phenomenon where individuals exhibit behaviours online that differ from their in-person conduct. This can involve a relaxation or abandonment of social norms and inhibitions during online interactions. Factors contributing to this effect include anonymity, invisibility, asynchronicity, solipsistic introspection, and dissociative imagination. It can lead to both positive and negative behaviours, emphasising the importance of digital literacy and responsible online conduct.

Found in these articles

Zone of proximal development (ZPD)

Coined by Lev Vygotsky, is the theoretical concept representing the range of tasks that a learner can perform with the help of a more knowledgeable person, such as a teacher or peer, but cannot master independently. It emphasises the importance of collaborative learning and tailoring instruction to the learner’s current abilities and potential for growth.

Found in these articles

[1] Kretchmar, J. (2023). Social Learning Theory. Salem Press Encyclopedia. Bandura, A. (1986). Social Foundations of Thought and Action. Prentice Hall.

[2] Salovey, P., & Mayer, J. D. (1990). Emotional Intelligence. Imagination, Cognition and Personality, 9(3), 185-211. https://doi.org/10.2190/DUGG-P24E-52WK-6CDG

[3] Deci, E. L., & Ryan, R. M. (2000). The “What” and “Why” of Goal Pursuits: Human Needs and the Self-Determination of Behavior. Psychological Inquiry, 11(4), 227–268.

[4] Twenge, J. M. (2019). More time on technology, Less happiness? Associations between Digital-Media Use and Psychological Well-Being. Current Directions in Psychological Science, 28(4), 372–379.. https://doi.org/10.1177/0963721419838244

[5] Carras, M. C., Kowert, R., & Quandt, T. (2019). Psychosocial effects of gaming. In A. Attrill-Smith, C. Fullwood, M. Keep, & D. J. Kuss (Eds.), The Oxford handbook of cyberpsychology, (1st ed., pp. 557–587). Oxford University Press.