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Transportability and Presence as Predictors of Avatar Identification Within Narrative Video Games.
Christy, Katheryn R; Fox, Jesse.
Afiliação
  • Christy KR; The Ohio State University , Columbus, Ohio.
  • Fox J; The Ohio State University , Columbus, Ohio.
Cyberpsychol Behav Soc Netw ; 19(4): 283-7, 2016 Apr.
Article em En | MEDLINE | ID: mdl-26919032
ABSTRACT
To understand how narratives may best be implemented in video game design, first we must understand how players respond to and experience narratives in video games, including their reactions to their player character or avatar. This study looks at the relationship that transportability, self-presence, social presence, and physical presence have with identification with one's avatar. Survey data from 302 participants (151 males, 151 females) were analyzed. Both transportability and self-presence explained a significant amount of variance in avatar identification. We discuss the implications of these findings for future narrative video game research.
Assuntos

Texto completo: 1 Base de dados: MEDLINE Assunto principal: Jogos de Vídeo / Narração Idioma: En Ano de publicação: 2016 Tipo de documento: Article

Texto completo: 1 Base de dados: MEDLINE Assunto principal: Jogos de Vídeo / Narração Idioma: En Ano de publicação: 2016 Tipo de documento: Article