Research into player-avatar relationship have found that players are able to experience different levels of emotional attachment, agency, embodiment, and identification with their game avatar. While current literature mostly addresses the psychological processes that form different types of player-avatar relationship, lesser is known about the mechanisms and processes of player-avatar relationship construction. Hence, the current study explores how game play experiences and the interpretation of game mechanics help players rationalize their relationship with game avatars. 28 adults who played an action adventure PS4 game, The Last of Us, participated in game play interviews and semi-structured in-depth interviews. Thematic analysis of the r...
Some video-gaming activities feature customizable avatars that enable users to fulfil self-identity ...
This study investigated how player-avatar interaction (PAX) and player-avatar relationship (PAR) are...
Avatars or agents are digitized self-representations of a player in mediated environments. While usi...
The study of the player-avatar relationship has been central to scholars of video games and virtual ...
Video games have become a prominent part of United States culture. As of 2017, over 155 million Amer...
The aim of this study is to analyse the relationship that can be formed between player and video gam...
While player characters (PCs) are the key element in engaging players in narrative games, the experi...
The nature of the relationship between the player and a video game avatar has been the cause of much...
The usage of avatars in virtual worlds has been growing in recent years. However, the top motivation...
Despite how humans and non-human objects relate in very social ways, the relations between players a...
Typically, MMORPG (Massively Multiplayer Online Role-Playing Games) are persistent virtual worlds fa...
Background and aims: Previous studies have reported that stronger avatar identification and negative...
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...
Immersive and engaging are words often used interchangeably to describe the player's experience of g...
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...
Some video-gaming activities feature customizable avatars that enable users to fulfil self-identity ...
This study investigated how player-avatar interaction (PAX) and player-avatar relationship (PAR) are...
Avatars or agents are digitized self-representations of a player in mediated environments. While usi...
The study of the player-avatar relationship has been central to scholars of video games and virtual ...
Video games have become a prominent part of United States culture. As of 2017, over 155 million Amer...
The aim of this study is to analyse the relationship that can be formed between player and video gam...
While player characters (PCs) are the key element in engaging players in narrative games, the experi...
The nature of the relationship between the player and a video game avatar has been the cause of much...
The usage of avatars in virtual worlds has been growing in recent years. However, the top motivation...
Despite how humans and non-human objects relate in very social ways, the relations between players a...
Typically, MMORPG (Massively Multiplayer Online Role-Playing Games) are persistent virtual worlds fa...
Background and aims: Previous studies have reported that stronger avatar identification and negative...
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...
Immersive and engaging are words often used interchangeably to describe the player's experience of g...
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...
Some video-gaming activities feature customizable avatars that enable users to fulfil self-identity ...
This study investigated how player-avatar interaction (PAX) and player-avatar relationship (PAR) are...
Avatars or agents are digitized self-representations of a player in mediated environments. While usi...