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@article{769862, author = {Blinka, Lukáš}, article_number = {1}, keywords = {MMORPG; avatar; adolescence; emerging adulthood}, language = {eng}, issn = {1802-7962}, journal = {Cyberpsychology: Journal of psychosocial research on cyberspace}, title = {The relationship of players to their avatars in MMORPGs: differences between adolescents, emerging adults and adults}, volume = {2}, year = {2008} }
TY - JOUR ID - 769862 AU - Blinka, Lukáš PY - 2008 TI - The relationship of players to their avatars in MMORPGs: differences between adolescents, emerging adults and adults JF - Cyberpsychology: Journal of psychosocial research on cyberspace VL - 2 IS - 1 SP - 1-9 EP - 1-9 SN - 18027962 KW - MMORPG KW - avatar KW - adolescence KW - emerging adulthood N2 - 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. ER -
BLINKA, Lukáš. The relationship of players to their avatars in MMORPGs: differences between adolescents, emerging adults and adults. \textit{Cyberpsychology: Journal of psychosocial research on cyberspace}. 2008, roč.~2, č.~1, s.~1-9. ISSN~1802-7962.
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