Vztah hráčů k jejich herním postavám v MMORPG: rozdíly mezi adolescenty, vynořujícími se doslpělými a dospělými
Identifikátory výsledku
Kód výsledku v 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>
Výsledek na webu
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DOI - Digital Object Identifier
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Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
The relationship of players to their avatars in MMORPGs: differences between adolescents, emerging adults and adults
Popis výsledku v původním jazyce
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.
Název v anglickém jazyce
The relationship of players to their avatars in MMORPGs: differences between adolescents, emerging adults and adults
Popis výsledku anglicky
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.
Klasifikace
Druh
J<sub>x</sub> - Nezařazeno - Článek v odborném periodiku (Jimp, Jsc a Jost)
CEP obor
AN - Psychologie
OECD FORD obor
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Návaznosti výsledku
Projekt
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Návaznosti
Z - Vyzkumny zamer (s odkazem do CEZ)
Ostatní
Rok uplatnění
2008
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Cyberpsychology: Journal of psychosocial research on cyberspace
ISSN
1802-7962
e-ISSN
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Svazek periodika
2
Číslo periodika v rámci svazku
1
Stát vydavatele periodika
CZ - Česká republika
Počet stran výsledku
9
Strana od-do
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Kód UT WoS článku
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EID výsledku v databázi Scopus
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