This study examined the relationship between offline personality and avatar customisation in Massively Multiplayer Online Role-Playing Game (MMORPG) players, and questioned whether the offline personality is always the starting point for the customisation of an avatar. The aims were: to analyse the discrepancy profiles which emerge when players are asked to rate their primary avatar, actual self and ideal self with respect to certain personality factors; to explore whether these profiles varied across personality factors and within players; and to analyse the relation between discrepancy profiles and the extent to which players identified with their avatars. A sample of 845 MMORPG players completed an online questionnaire consisting of a sh...
Aims: The avatar constitutes the in-game representation of the gamer. Although aspects of the user-a...
Player identification is an outcome of gameplay experiences in virtual worlds and has been shown to ...
Background and aims: Previous studies have reported that stronger avatar identification and negative...
Massively Multiplayer Online Role Playing Games (MMORPGs) are virtual spaces in which gamers are abl...
This paper examines avatar creation and identification in videogames by exploring how players projec...
Due to its prominent role in online social networks, avatar creation has become an important researc...
This study aims to analyze virtual self-discrepancy (VSD), avatar identification, and gaming addicti...
Games allow players to perceive themselves in alternate ways in imagined worlds. Player identificati...
In light of the recent Gamergate controversy, the tension between male and female video game players...
Video games have become a prominent part of United States culture. As of 2017, over 155 million Amer...
Literature currently presents many studies on the self in the context of Massively Multiplayer Onlin...
Self-presentation in online spaces has recently attracted a significant amount of attention in psych...
Some video-gaming activities feature customizable avatars that enable users to fulfil self-identity ...
The increasing variety and complexity of video games allows players to choose how to behave and repr...
Avatar is a customized cartoon representation of the self and many people develop inferences about i...
Aims: The avatar constitutes the in-game representation of the gamer. Although aspects of the user-a...
Player identification is an outcome of gameplay experiences in virtual worlds and has been shown to ...
Background and aims: Previous studies have reported that stronger avatar identification and negative...
Massively Multiplayer Online Role Playing Games (MMORPGs) are virtual spaces in which gamers are abl...
This paper examines avatar creation and identification in videogames by exploring how players projec...
Due to its prominent role in online social networks, avatar creation has become an important researc...
This study aims to analyze virtual self-discrepancy (VSD), avatar identification, and gaming addicti...
Games allow players to perceive themselves in alternate ways in imagined worlds. Player identificati...
In light of the recent Gamergate controversy, the tension between male and female video game players...
Video games have become a prominent part of United States culture. As of 2017, over 155 million Amer...
Literature currently presents many studies on the self in the context of Massively Multiplayer Onlin...
Self-presentation in online spaces has recently attracted a significant amount of attention in psych...
Some video-gaming activities feature customizable avatars that enable users to fulfil self-identity ...
The increasing variety and complexity of video games allows players to choose how to behave and repr...
Avatar is a customized cartoon representation of the self and many people develop inferences about i...
Aims: The avatar constitutes the in-game representation of the gamer. Although aspects of the user-a...
Player identification is an outcome of gameplay experiences in virtual worlds and has been shown to ...
Background and aims: Previous studies have reported that stronger avatar identification and negative...