"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)
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...
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