28,670 research outputs found

    SELF-PRESENT BY AVATARS IN MULTIPLAYER ONLINE ROLE-PLAYING GAMES: THE INFLUENCE OF SELF-ESTEEM, ONLINE DISINHIBITION, AND SELF-DISCREPANCY

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    Playing Multiplayer Online Role-Playing Games (MMORPGs) is now a popular leisure activity for some people. Players spend significant energy and money on it. In MMORPGs, players can customize their avatars as virtual identities to present themselves in the virtual world. Avatars are important when playing MMORPGs. However, few previous studies focus on the psychological determinates for avatar presentation in MMORPGs. In this study, we used an online questionnaire of 337 participants to explore the antecedent factors influencing avatar presentation. The current study considers the influence of self-esteem, online disinhibition, and self-discrepancy on self-present and the influence of self-present on avatar presentation of idea self, stand out, and following a trend. The empirical survey result reveals the self-discrepancy between virtual and physical self are relative negatively with self-esteem and positive with online disinhibition. The self-present are influence by both self-discrepancy and online disinhibition. Besides, self-present perception will lead to avatar presentation. The current study provides contributions about confirming the antecedents of avatar presentation that may be serve as fundamental for future research on online game behavior

    Self-discrepancy and MMORPGs: testing the moderating effects of avatar identification and pathological gaming in world of warcraft

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    Previous research has shown that MMORPG players create avatars that are considered to possess more ideal personality traits than their actual selves. More specifically, Bessière, Seay and Kiesler (2007) have demonstrated that for the personality traits conscientiousness, extraversion and neuroticism, the mean discrepancies between gamers' ideal self and avatar are significantly smaller than those between the gamers' ideal and actual self. These findings are automatically attributed to the assumption that gamers use their avatars to alleviate self-discrepancy. This line of reasoning is supported by a recent theoretical account by Klimmt, Hefner and Vorder (2009). They argue that video games enable an experiential merger of the player with their game avatar, which affords a temporary reduction of the psychological distress that is associated with a discrepancy between the self and the ideal self. Unfortunately, Bessière et al.'s (2007) study fails to provide definitive evidence for this assumption. Whereas the smaller distance between avatar and ideal self indicates that players see their avatar as more ideal, this does not mean that they identify with their avatar and use it to temporarily relieve self-discrepancy. In fact, there are several alternative explanations. First of all, fantasy game characters by default possess characteristics that can be deemed more ideal. Moreover, gamers may assemble an avatar with ideal characteristics to facilitate their game play rather than because they relate these characteristics to themselves. Consequently, a meaningful association, i.e. identification, between WoW players and their avatars is a prerequisite for supporting the self-discrepancy thesis. Hence our first hypothesis posits that (H1) in comparison to gamers with a low level of avatar identification, gamers with a high level of avatar identification perceive the distance between their ideal self and avatar as smaller than the distance between their ideal self and actual self. Secondly, we explore the possibility that pathological gaming can be related to a desire to reduce self-discrepancy by evaluating whether gamers with a tendency towards pathological gaming have a stronger desire to reduce self-discrepancy. Research has indicated that the activity of advancing an avatar, making it as ideal as possible, requires a significant amount of commitment and thus can be expected to be a factor in explaining pathological gaming (Ducheneaut, Yee, Nickell, & Moore, 2006; Hsu, Wen, & Wu, 2009). Withal, previous studies have confirmed the relation between pathological gaming and lower levels of psychological well-being (Lemmens, Valkenburg, & Peter, 2009; Lo, Wang, & Fang, 2005). Given these findings, we propose a second hypothesis (H2), stating that in comparison to gamers with a weak tendency towards pathological gaming, gamers with a strong tendency towards it perceive the distance between their ideal self and avatar as smaller than the distance between their ideal and actual self. Yet, the question arises whether the experience of a temporary reduction of self-discrepancy through gaming is a factor in explaining the process of pathological gaming. Perhaps gamers use their avatars to make up for their perceived shortcomings and to experience a more idealized self. On the other hand, pathological gamers might be caught up in the game, advancing their character, without the player identifying with it and thus without the mechanism of self-discrepancy reduction playing a role. However, previous research by Smahel, Blinka and Ledabyl (2008) found a small correlation between ad hoc measures of identification and pathological gaming. Therefore, our third and final hypothesis states that (H3) in comparison to other gamers, gamers with high scores for both pathological gaming and identification perceive the distance between their ideal self and avatar as smaller than the distance between their ideal self and actual self. The present research draws on a sample of 304 WoW players, gathered through an online survey (Mage = 24.54, SD = 13.91, 84% male). The survey contained BFI personality measures of: (a) gamers' actual self, (b) gamers' ideal self and (c) main avatar (John & Srivastava, 2008). Furthermore, measures of avatar identification (Van Looy, Courtois, & De Vocht, 2010) and pathological gaming (Lemmens, et al., 2009) were included. These two measures' scores were split in half, using the median as a cut-off point to divide into high and low levels. Mixed model analysis of variances was used to test for the proposed hypotheses. First of all, the results indicate that players with a high avatar identification have a character that is closer to their ideal self for conscientiousness, neuroticism, openness and extraversion than those who score low for avatar identification. Except for openness, the ideal self - avatar discrepancies are consistently smaller than the ideal self - actual self discrepancies. As such, evidence is found for the first hypothesis. The second hypothesis, predicting a moderating effect of pathological gaming, is confirmed for neuroticism, openness and extraversion. Except for openness, it shows that for gamers with high pathological gaming scores demonstrate a larger distance between the self and actual self and a smaller distance between the avatar and the ideal self. Finally, the third hypothesis is confirmed for neuroticism and openness. It shows that gamers who combine a high score for pathological gaming with a high degree identification have much smaller discrepancies between their ideal self and avatar than between their ideal self and actual self. As such, these findings provide direct evidence for the self-discrepancy hypothesis proposed by Klimmt, Heffner and Vorderer. By implementing a direct measure of identification into Bessière, Kiesler and Seay's design, we were able to rule out the possibility that gamers do not meaningfully associate themselves with their avatar and just see it as more ideal because the game depicts a more ideal world or because creating a more ideal avatar is necessary for being successful in the game. As such, it is effectively shown that WoW players maintain a meaningful relationship with their avatar, which in turn provides further evidence for the self-discrepancy hypothesis in relation to the playing of MMORPGs. Finally, based on the idea that pathological gaming could be accompanied by a stronger desire to reduce self-discrepancy and thus alleviate psychological tension, we compared pathological gaming scores and discrepancies. Our findings indicate that WoW players with a tendency towards pathological gaming create and identify with avatars that are much more emotionally stable than their actual selves. In other words, they create an avatar that is more ideal on the dimension of neuroticism and then identify with it more strongly. References: Bessière, K., Seay, F., & Kiesler, S. (2007). The Ideal Elf: Identity Exploration in World of Warcraft. Cyberpsychology & Behavior, 10(4), 530-535. Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. J. (2006). Building an MMO with Mass Appeal: A look at gameplay in World of Warcraft. Games and Culture, 1(4), 281-317. Hsu, S. H., Wen, M. H., & Wu, M. C. (2009). Exploring user experiences as predictors of MMORPG addiction. Computers & Education, 53(3), 990-999. John, O. P., & Srivastava, S. (2008). The Big Five Trait Taxonomy: History, Measurement, and Theoretical Perspectives. In J. O.P., R. W. Robins & L. A. Pervin (Eds.), Handbook of Personality (pp. 102-139). New York: Guilford Press. Klimmt, C., Hefner, D., & Vorderer, P. (2009). The Video Game Experience as "True" Identification: A Theory of Enjoyable Alternations of Players' Self-Perception. Communication Theory, 19(4). Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2009). Development and Validation of a Game Addiction Scale for Adolescents. Media Psychology, 12(1), 77-95. Lo, S. K., Wang, C. C., & Fang, W. (2005). Physical Interpersonal Relationships and Social Anxiety among Online Game Players. Cyberpsychology & Behavior, 8(1), 15-20. Smahel, D., Blinka, L., & Ledabyl, O. (2008). Playing MMORPGs: Connections between Addiction and Identifying with a Character. Cyberpsychology & Behavior, 11(6), 715-718. Van Looy, J., Courtois, C., & De Vocht, M. (2010). Player Identification in Online Games: Validation of a Scale for Measuring Identification in MMORPGs. Paper presented at the Fun & Games, Leuven, Belgium

    Avatars:the other side of Proteus's mirror : a study into avatar choice regarding perception

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    The trend for online interactions, can be regarded as being ‘anti-so-cially social’, meaning that a great deal of time is spent playing, working and socializing with the internet serving as the communication conduit. Within that Virtual Social Environment very deep relationships are formed and maintained without the parties ever having met each other face-to-face. Raising the question how much does the physical appearance of an avatar influence the perception of the person behind it? Are relationships informed by appearance even in the vir-tual world and what implications does that have for second language acquisition? This paper leads to a small-scale research project where a selection of avatars with various racially identifiable characteristics were used to identify which av-atars a second language speaker would feel more at ease interacting with in the target language. The resultant research aims to test three hypotheses regarding preferred avatar choice for second language users based solely on perceptions

    Character attachment in team-based first person shooter game with respect to the role in the combat among Korean young gamers

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    Character attachment have been studied thoroughly from the view of psychology and media researches. In game playing, the player-avatar relationship is a form of character attachment and affects a good game design as well as management systems such as character customizing and in game purchasing policy. In this paper, we investigate such player-avatar relationship on the theme of team-based FPS where in general the attachment is not expected to be high. However, from the online survey for Tom Clancy’s Rainbow 6 Siege mania groups, we find that there are different character attachment patterns with respect to the role of players in the team–attacker, defender, and supporter. It shows that attackers think avatar as an ‘object, but the defenders show more ‘avatar as others’ than the attackers. The supporters show high responsibility for the avatar and their play style is most like ‘avatar as symbiote’ manner

    Virual world users evaluated according to environment design, task based adn affective attention measures

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    This paper presents research that engages with virtual worlds for education users to understand design of these applications for their needs. An in-depth multi-method investigation from 12 virtual worlds participants was undertaken in three stages; initially a small scale within-subjects eye-tracking comparison was made between the role playing game 'RuneScape' and the virtual social world 'Second Life', secondly an in-depth evaluation of eye-tracking data for Second Life tasks (i.e. avatar, object and world based) was conducted, finally a qualitative evaluation of Second Life tutorials in comparative 3D situations (i.e. environments that are; realistic to surreal, enclosed to open, formal to informal) was conducted. Initial findings identified increased users attention within comparable gaming and social world interactions. Further analysis identified that 3D world focused interactions increased participants' attention more than object and avatar tasks. Finally different 3D situation designs altered levels of task engagement and distraction through perceptions of comfort, fun and fear. Ultimately goal based and environment interaction tasks can increase attention and potentially immersion. However, affective perceptions of 3D situations can negatively impact on attention. An objective discussion of the limitations and benefits of virtual world immersion for student learning is presented

    Online-offline activities and game-playing behaviors of avatars in a massive multiplayer online role-playing game

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    Massive multiplayer online role-playing games (MMORPGs) are very popular in China, which provides a potential platform for scientific research. We study the online-offline activities of avatars in an MMORPG to understand their game-playing behavior. The statistical analysis unveils that the active avatars can be classified into three types. The avatars of the first type are owned by game cheaters who go online and offline in preset time intervals with the online duration distributions dominated by pulses. The second type of avatars is characterized by a Weibull distribution in the online durations, which is confirmed by statistical tests. The distributions of online durations of the remaining individual avatars differ from the above two types and cannot be described by a simple form. These findings have potential applications in the game industry.Comment: 6 EPL pages including 10 eps figure

    A Case Study of Using Online Communities and Virtual Environment in Massively Multiplayer Role Playing Games (MMORPGs) as a Learning and Teaching Tool for Second Language Learners

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    Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also in education. This research investigates the use of commercial MMORPGs to support second language teaching. MMORPGs offer virtual safe spaces in which students can communicate by using their target second language with global players. Using a mix of ethnography and action research, this study explores the students’ experiences of language learning and performing while playing MMORPGs. The results show that the use of MMORPGs can facilitate language development by offering fun, informal, individualised and secure virtual spaces for students to practise their language with native and other second language speakers
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