Typically, MMORPG (Massively Multiplayer Online Role-Playing Games) are persistent virtual worlds falling within the fantasy genre, in which the player controls his or her character which subsequently becomes a part of the online fantasy world. The study focuses on the aspects of player's relationship with the character while searching for differences in these aspects between various age groups, especially adolescents (12 – 19 years) and young adults (20 – 27 years). A sample containing 532 players was obtained upon contacting players in discussion fora, where they were asked to fill in a web-based questionnaire in English. A battery of 12 questions was tested dealing with the various aspects of relationship between the players and their av...
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...
The world's digitalization has changed our lives in numerous ways. Digitalization has changed how pe...
Avatars are in use when interacting in virtual environments in different contexts, in collaborative ...
Although there are at least 400 million people playing massive multiplayer online role-playing games...
Video games have become a prominent part of United States culture. As of 2017, over 155 million Amer...
This study explored the relationship between people who play massively multiplayer online roleplayin...
This study explored the relationship between people who play massively multiplayer online roleplayin...
Online survey data were collected from 30,000 users of Massively Multi-User Online Role-Playing Game...
Abstract Addiction to online role-playing games is one of the most discussed aspects of recent cyber...
At a time when young adults are building self-identity they are also connecting, in increasing numbe...
Virtual worlds give us the opportunity to explore another self, a virtual character of the real life...
Research into player-avatar relationship have found that players are able to experience different le...
This study aims to analyze virtual self-discrepancy (VSD), avatar identification, and gaming addicti...
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...
As the player population of massively multiplayer online role-playing games (MMORPGs) grows, these g...
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...
The world's digitalization has changed our lives in numerous ways. Digitalization has changed how pe...
Avatars are in use when interacting in virtual environments in different contexts, in collaborative ...
Although there are at least 400 million people playing massive multiplayer online role-playing games...
Video games have become a prominent part of United States culture. As of 2017, over 155 million Amer...
This study explored the relationship between people who play massively multiplayer online roleplayin...
This study explored the relationship between people who play massively multiplayer online roleplayin...
Online survey data were collected from 30,000 users of Massively Multi-User Online Role-Playing Game...
Abstract Addiction to online role-playing games is one of the most discussed aspects of recent cyber...
At a time when young adults are building self-identity they are also connecting, in increasing numbe...
Virtual worlds give us the opportunity to explore another self, a virtual character of the real life...
Research into player-avatar relationship have found that players are able to experience different le...
This study aims to analyze virtual self-discrepancy (VSD), avatar identification, and gaming addicti...
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...
As the player population of massively multiplayer online role-playing games (MMORPGs) grows, these g...
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...
The world's digitalization has changed our lives in numerous ways. Digitalization has changed how pe...
Avatars are in use when interacting in virtual environments in different contexts, in collaborative ...