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The relationship of players to their avatars in MMORPGs: differences between adolescents, emerging adults and adults

The result's identifiers

  • Result code in IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216224%3A14230%2F08%3A00026108" target="_blank" >RIV/00216224:14230/08:00026108 - isvavai.cz</a>

  • Result on the web

  • DOI - Digital Object Identifier

Alternative languages

  • Result language

    angličtina

  • Original language name

    The relationship of players to their avatars in MMORPGs: differences between adolescents, emerging adults and adults

  • Original language description

    The study focuses on the aspects of player's relationship with the character in MMORPGs while searching for differences in these aspects between various age groups, especially adolescents and young adults. A sample containing 532 players was obtained upon contacting players in discussion fora, where they were asked to fill in a web-based questionnaire. The results identified three dominant factors. The first one dealt with identification, i.e. not distinguishing the player from the avatar and the younger the player the stronger the identification. The immersion factor, i.e. daydreaming and emotional feelings towards avatar, was found to be important on the same level for all age cathegories. Among adolescents and emerging adults, the results show a higher similarity in the identification and compensation between the player and the avatar, while the relationship was found to be weaker among adults.

  • Czech name

    Vztah hráčů k jejich herním postavám v MMORPG: rozdíly mezi adolescenty, vynořujícími se doslpělými a dospělými

  • Czech description

    Studie se zaměřuje na typy vztahů, které se vytvářejí mezi hráčem a jeho herní postavou v MMORPG. Vzorek tvořilo 532 hráčů, kteří vyplnili online dotazník. Výsledky ukázaly tři dominantní faktory (identifikaci, vnoření a kompenzaci). První, identifikace,byl typický pro mladší (adolescentní) hráče. Faktor vnoření nabýval podobné důležitosti napříč věkovými kategoriemi. Celkově se ukázalo, že hráči ve věku do 27 mají ohledně vztahu k herní postavě podobné charakteristiky, zatímco pro hráče dospělé je tento fenomén výrazně slabší povahy.

Classification

  • Type

    J<sub>x</sub> - Unclassified - Peer-reviewed scientific article (Jimp, Jsc and Jost)

  • CEP classification

    AN - Psychology

  • OECD FORD branch

Result continuities

  • Project

  • Continuities

    Z - Vyzkumny zamer (s odkazem do CEZ)

Others

  • Publication year

    2008

  • Confidentiality

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Data specific for result type

  • Name of the periodical

    Cyberpsychology: Journal of psychosocial research on cyberspace

  • ISSN

    1802-7962

  • e-ISSN

  • Volume of the periodical

    2

  • Issue of the periodical within the volume

    1

  • Country of publishing house

    CZ - CZECH REPUBLIC

  • Number of pages

    9

  • Pages from-to

  • UT code for WoS article

  • EID of the result in the Scopus database