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

Warning

This publication doesn't include Faculty of Education. It includes Faculty of Social Studies. Official publication website can be found on muni.cz.
Authors

BLINKA Lukáš

Year of publication 2008
Type Article in Periodical
Magazine / Source Cyberpsychology: Journal of psychosocial research on cyberspace
MU Faculty or unit

Faculty of Social Studies

Citation
Field Psychology
Keywords MMORPG; avatar; adolescence; emerging adulthood
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.
Related projects:

You are running an old browser version. We recommend updating your browser to its latest version.