"Salen and Zimmerman [27, p.453] argue for a replacement of the
“immersive fallacy” of total identification with a notion of doubleconsciousness,
in which the player adopts the persona of the
character in relation to the gameworld while remaining aware of
her own existence as a player manipulating a game object. Gee
[9] suggests the emergence of a shared “projective identity”
between the poles of the avatar’s virtual identity and the player’s
real-world identity, and this model serves as the foundation for
Waggoner’s [29] study of the relationship between players and
their avatars in The Elder Scrolls III: Morrowind (Bethesda,
2002)." (Vella, 2013)
This week I will be focusing on how Character Creation enables identity projection in role playing games. There are plenty of types of Role playing games out there, examples of these are table-top RPG, live action RPG, text-based RPGs and the list goes on. However, for the focus of my study I will be focusing on RPG video games. The sub-genres I will study are linear RPG, open world RPG and massively multiplayer RPG (MMORPG). One feature that is present throughout most RPGs, with the exception to more story based (linear) RPGs, contain character customization. Generally beginning at the start of a game, is a tool that offers you the option to personalize your avatar to your every need. Usually, you are given the freedom to change their physical appearance such as their age, sex, hair, and ethnicity. When player's are given the opportunity to customize their character they most often than not create a character with similar physical attributes to themselves. About 90% when
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