| Literature DB >> 26919032 |
Katheryn R Christy1, Jesse Fox1.
Abstract
To understand how narratives may best be implemented in video game design, first we must understand how players respond to and experience narratives in video games, including their reactions to their player character or avatar. This study looks at the relationship that transportability, self-presence, social presence, and physical presence have with identification with one's avatar. Survey data from 302 participants (151 males, 151 females) were analyzed. Both transportability and self-presence explained a significant amount of variance in avatar identification. We discuss the implications of these findings for future narrative video game research.Entities:
Mesh:
Year: 2016 PMID: 26919032 DOI: 10.1089/cyber.2015.0474
Source DB: PubMed Journal: Cyberpsychol Behav Soc Netw ISSN: 2152-2715