In the study 'The Ideal Elf: Identity Exploration in World of Warcraft' the research examined the identity exploration possibilities presented by online multiplayer games in which players use graphics tools and character-creation software to construct an avatar, or character. 'We predicted World of Warcraft players would create their main character more similar to their ideal self than the players themselves were.' (Bessière, Seay, Kiesler, 2007) The studies strongly suggested that a portion of the players considered their online avatars to be more attractive, or successful then their real selves. That players would in fact create in sorts an ideal version of themselves, with characteristics more favorable of that of their real life selves. The studies data suggests that the massive multiplayer online role-playin games' (MMORPGs) worlds gives players the freedom and opportunity to create idealized or alternative versions of themselves." (Bessière, Seay, Ki...
The Role-Playing Game And The Game Of Role-Playing The Ludic Self and Every day Life (D. Waskul) Abstract: "Games are world-building activities" (Goffman 1961) *worldbuilding + spacial* "games present an ideal context for examining a wide range of social and cultural dynamics. How player in fantasy role playing games negotiate themselves in the precarious margins between reality, imagination, and fantasy. I inverstigate this dynamic in context of traditional dice-based role-playing games - overwhelmingly, D&D"