Literature DB >> 17711361

The ideal elf: identity exploration in World of Warcraft.

Katherine Bessière1, A Fleming Seay, Sara Kiesler.   

Abstract

In this study, we examine the identity exploration possibilities presented by online multiplayer games in which players use graphics tools and character-creation software to construct an avatar, or character. We predicted World of Warcraft players would create their main character more similar to their ideal self than the players themselves were. Our results support this idea; a sample of players rated their character as having more favorable attributes that were more favorable than their own self-rated attributes. This trend was stronger among those with lower psychological well-being, who rated themselves comparatively lower than they rated their character. Our results suggest that the game world allows players the freedom to create successful virtual selves regardless of the constraints of their actual situation.

Mesh:

Year:  2007        PMID: 17711361     DOI: 10.1089/cpb.2007.9994

Source DB:  PubMed          Journal:  Cyberpsychol Behav        ISSN: 1094-9313


  23 in total

1.  Virtual selves, real relationships: an exploration of the context and role for social interactions in the emergence of self in virtual environments.

Authors:  Simon Evans
Journal:  Integr Psychol Behav Sci       Date:  2012-12

2.  Social media's challenges for psychiatry.

Authors:  Paul S Appelbaum; Andrew Kopelman
Journal:  World Psychiatry       Date:  2014-02       Impact factor: 49.548

3.  Watch what I do, not what I say I do: Computer-based avatars to assess behavioral inhibition, a vulnerability factor for anxiety disorders.

Authors:  Catherine E Myers; John A Kostek; Barbara Ekeh; Rosanna Sanchez; Yasheca Ebanks-Williams; Ann L Krusznis; Noah Weinflash; Richard J Servatius
Journal:  Comput Human Behav       Date:  2016-02-01

4.  Gaming Preferences and Motivations Among Bullied Sexual and Gender Minority Youth: An Interview Study.

Authors:  Robert T O'Brien; Kelly W Gagnon; James E Egan; Robert W S Coulter
Journal:  Games Health J       Date:  2022-01-19

5.  Parkinson Patients' Initial Trust in Avatars: Theory and Evidence.

Authors:  Andrija Javor; Gerhard Ransmayr; Walter Struhal; René Riedl
Journal:  PLoS One       Date:  2016-11-07       Impact factor: 3.240

6.  Exploring the Neural Basis of Avatar Identification in Pathological Internet Gamers and of Self-Reflection in Pathological Social Network Users.

Authors:  Tagrid Leménager; Julia Dieter; Holger Hill; Sabine Hoffmann; Iris Reinhard; Martin Beutel; Sabine Vollstädt-Klein; Falk Kiefer; Karl Mann
Journal:  J Behav Addict       Date:  2016-07-14       Impact factor: 6.756

7.  Development of an Online and Offline Integration Hypothesis for Healthy Internet Use: Theory and Preliminary Evidence.

Authors:  Xiaoyan Lin; Wenliang Su; Marc N Potenza
Journal:  Front Psychol       Date:  2018-04-13

8.  The bilocated mind: new perspectives on self-localization and self-identification.

Authors:  Tiziano Furlanetto; Cesare Bertone; Cristina Becchio
Journal:  Front Hum Neurosci       Date:  2013-03-08       Impact factor: 3.169

9.  Exploration of virtual body-representation in adolescence: the role of age and sex in avatar customization.

Authors:  Daniela Villani; Elena Gatti; Stefano Triberti; Emanuela Confalonieri; Giuseppe Riva
Journal:  Springerplus       Date:  2016-06-16

10.  The Use of Avatar Counseling for HIV/AIDS Health Education: The Examination of Self-Identity in Avatar Preferences.

Authors:  Shantrel Canidate; Mark Hart
Journal:  J Med Internet Res       Date:  2017-12-01       Impact factor: 5.428

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