"I am the character, the character is me": A thematic analysis of the user-avatar relationship in videogames. (June 2023)
- Record Type:
- Journal Article
- Title:
- "I am the character, the character is me": A thematic analysis of the user-avatar relationship in videogames. (June 2023)
- Main Title:
- "I am the character, the character is me": A thematic analysis of the user-avatar relationship in videogames
- Authors:
- Szolin, Kim
Kuss, Daria J.
Nuyens, Filip M.
Griffiths, Mark D. - Abstract:
- Abstract: Far from merely being a tool to navigate a virtual world, individuals can often develop strong and complex relationships with their videogame characters. The present study examined the bond that can develop between a user and their avatar, as well as factors that can influence this relationship dynamic through the use of thematic analysis. Semi-structured interviews were carried out with 12 videogame players from the UK and US aged between 18 and 27 years. The results identified five major themes, comprising: (i) 'heterogeneity of game worlds'; (ii) 'avatar attachment'; (iii) 'game experiences affecting physical world behaviour and attitudes'; (iv) 'types of self in a virtual world' (with the sub-themes of 'actual self', 'idealised self', and 'utopian self'); and (v) 'game difficulty affecting user-avatar relationship'. The results showed gamers use their avatars as a means to insert a virtual version of themselves into the videogame or to attain a desired version of the self, sometimes including elements of fantasy. In addition, participants indicated that games with an advanced difficulty and avatar customisation appeared to facilitate stronger bonds to a character. Finally, several avenues of future research are discussed, in particular pertaining to the advancement of research relating to the Proteus effect. Highlights: Gamers can develop strong and complex relationships with their virtual world avatar. Avatars are used to create a different virtual versions ofAbstract: Far from merely being a tool to navigate a virtual world, individuals can often develop strong and complex relationships with their videogame characters. The present study examined the bond that can develop between a user and their avatar, as well as factors that can influence this relationship dynamic through the use of thematic analysis. Semi-structured interviews were carried out with 12 videogame players from the UK and US aged between 18 and 27 years. The results identified five major themes, comprising: (i) 'heterogeneity of game worlds'; (ii) 'avatar attachment'; (iii) 'game experiences affecting physical world behaviour and attitudes'; (iv) 'types of self in a virtual world' (with the sub-themes of 'actual self', 'idealised self', and 'utopian self'); and (v) 'game difficulty affecting user-avatar relationship'. The results showed gamers use their avatars as a means to insert a virtual version of themselves into the videogame or to attain a desired version of the self, sometimes including elements of fantasy. In addition, participants indicated that games with an advanced difficulty and avatar customisation appeared to facilitate stronger bonds to a character. Finally, several avenues of future research are discussed, in particular pertaining to the advancement of research relating to the Proteus effect. Highlights: Gamers can develop strong and complex relationships with their virtual world avatar. Avatars are used to create a different virtual versions of the user's self. Game difficulty and customisation options can affect the user-avatar relationship. Experiences in virtual worlds influence and impact a user in the physical world. … (more)
- Is Part Of:
- Computers in human behavior. Volume 143(2023)
- Journal:
- Computers in human behavior
- Issue:
- Volume 143(2023)
- Issue Display:
- Volume 143, Issue 2023 (2023)
- Year:
- 2023
- Volume:
- 143
- Issue:
- 2023
- Issue Sort Value:
- 2023-0143-2023-0000
- Page Start:
- Page End:
- Publication Date:
- 2023-06
- Subjects:
- Avatar -- Videogame -- Gamer -- Virtual world -- Proteus effect
Interactive computer systems -- Periodicals
Man-machine systems -- Periodicals
004.019 - Journal URLs:
- http://www.sciencedirect.com/science/journal/07475632 ↗
http://www.elsevier.com/journals ↗ - DOI:
- 10.1016/j.chb.2023.107694 ↗
- Languages:
- English
- ISSNs:
- 0747-5632
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 3394.921600
British Library DSC - BLDSS-3PM
British Library HMNTS - ELD Digital store - Ingest File:
- 26138.xml