BLINKA, Lukáš. The relationship of players to their avatars in MMORPGs: differences between adolescents, emerging adults and adults. Cyberpsychology: Journal of psychosocial research on cyberspace. 2008, vol. 2, No 1, p. 1-9. ISSN 1802-7962.
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Basic information
Original name The relationship of players to their avatars in MMORPGs: differences between adolescents, emerging adults and adults
Name in Czech Vztah hráčů k jejich herním postavám v MMORPG: rozdíly mezi adolescenty, vynořujícími se doslpělými a dospělými
Authors BLINKA, Lukáš (203 Czech Republic, guarantor).
Edition Cyberpsychology: Journal of psychosocial research on cyberspace, 2008, 1802-7962.
Other information
Original language English
Type of outcome Article in a journal
Field of Study 50100 5.1 Psychology and cognitive sciences
Country of publisher Czech Republic
Confidentiality degree is not subject to a state or trade secret
RIV identification code RIV/00216224:14230/08:00026108
Organization unit Faculty of Social Studies
Keywords in English MMORPG; avatar; adolescence; emerging adulthood
Tags adolescence, avatar, emerging adulthood, MMORPG
Changed by Changed by: doc. Mgr. Lukas Blinka, PhD., učo 79130. Changed: 23/6/2008 15:56.
Abstract
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.
Abstract (in Czech)
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.
Links
MSM0021622406, plan (intention)Name: Psychologické a sociální charakteristiky dětí, mládeže a rodiny, vývoj osobnosti v době proměn moderní společnosti
Investor: Ministry of Education, Youth and Sports of the CR, Psychological and social characteristics of children, youth and families, development of the personality in the time of changes of modern society
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