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, Kiesler, 2007)
"This trend was stronger among those with lower psychological well-being, who rated themselves comparatively lower than they rated their character. Our results suggest that the game world allows players the freedom to create successful virtual selves regardless of the constraints of their actual situation." (Bessière, Seay, Kiesler, 2007)
Within 'Digital Culture, Play, and Identity: A World of Warcraft Reader' the focus on how players are given the possibility to identify with the characters and how the character "focuses on how players (can) identify with the characters and how the characters are given identity through naming, thus discussing players’ identification with and investment in the characters from two different perspectives. Ragnhild Tronstad’s chapter 12 discusses the possibilities for players to identify with their characters as either an experience of ‘‘being’’ the character or by feeling empathy toward the character. Earlier computer game research has argued that players’ experience of being their character relies on the character’s capacities in the game rather than on its appearance, implying a split between character appearance and capacity. Tronstad, however, argues that in MMORPGs such as World of Warcraft this is an artificial split, and that appearance and capacity here rather inform and affect each other, thus contributing equally to the player’s processes of identification."
"MMORPGs also allow people to express their self-identity through self-presentation. In addition, the identification that is built in guilds or clans generates a psychological attachment that resembles a sense of belonging and promotes commitments to the guilds or clans."
(Mediating roles of self-presentation desire in online game community commitment and trust behavior of Massive Multiplayer Online Role-Playing Games Seung-bae Park a, Namho Chung) In this study they focus on the theories of 'Self-Presentation Theory & Social Identity theory':(Tajfel & Turner,1979) self-presentation theory (Leary, 1995) social identiy: self concept ideas+images of oneself/Social identity: real life self, ideal self,and social self. (sirgy, 1982)"
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, Kiesler, 2007)
"This trend was stronger among those with lower psychological well-being, who rated themselves comparatively lower than they rated their character. Our results suggest that the game world allows players the freedom to create successful virtual selves regardless of the constraints of their actual situation." (Bessière, Seay, Kiesler, 2007)
Within 'Digital Culture, Play, and Identity: A World of Warcraft Reader' the focus on how players are given the possibility to identify with the characters and how the character "focuses on how players (can) identify with the characters and how the characters are given identity through naming, thus discussing players’ identification with and investment in the characters from two different perspectives. Ragnhild Tronstad’s chapter 12 discusses the possibilities for players to identify with their characters as either an experience of ‘‘being’’ the character or by feeling empathy toward the character. Earlier computer game research has argued that players’ experience of being their character relies on the character’s capacities in the game rather than on its appearance, implying a split between character appearance and capacity. Tronstad, however, argues that in MMORPGs such as World of Warcraft this is an artificial split, and that appearance and capacity here rather inform and affect each other, thus contributing equally to the player’s processes of identification."
"MMORPGs also allow people to express their self-identity through self-presentation. In addition, the identification that is built in guilds or clans generates a psychological attachment that resembles a sense of belonging and promotes commitments to the guilds or clans."
(Mediating roles of self-presentation desire in online game community commitment and trust behavior of Massive Multiplayer Online Role-Playing Games Seung-bae Park a, Namho Chung) In this study they focus on the theories of 'Self-Presentation Theory & Social Identity theory':(Tajfel & Turner,1979) self-presentation theory (Leary, 1995) social identiy: self concept ideas+images of oneself/Social identity: real life self, ideal self,and social self. (sirgy, 1982)"
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