Behind the Avatar
The Patterns, Practices, and Functions of Role Playing in MMOs
Datos Bibliográficos
| ID | 2409445 |
|---|---|
| Autores | Dmitri Williams (0000-0001-7995-4429, University of Southern California, autor de correspondencia), Tracy Kennedy (0000-0002-6110-5346, Brock University), Tracy L M Kennedy, Robert J Moore (0000-0002-0776-5861, Yahoo (United States)) |
| Año | 2011 |
| Volumen | 6 |
| Número | 2 |
| Páginas | 171-200 |
| Fecha de publicación | 2011-03-01 |
| Peer Reviewed | Sí |
| Open Access | Sí |
| Tipo | ARTICLE |
| Revista | Games and Culture (JOURNAL) |
| Identificadores de la revista | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Editorial | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/1555412010364983 |
| OpenAlex | W2131973091 |
| Idioma | EN |
| Citas recibidas | 28 |
| Referencias citadas | 36 |
A two-part quantitative and qualitative study of role players within a virtual game world examined their prevalence, practices, and identity formation. Drawing on unobtrusive behavioral data captured by the game, combined with a large survey and traditional ethnographic methods, the study found that role players both negotiate identity and use their time online as a moratorium for their offline lives. Descriptive results showed that role players are a relatively small, but psychologically burdened subgroup. When examined from the theoretical perspectives of Goffman's Self-Presentation theory, Huizenga's Magic Circle, and Turkle's early work on online identity formation, these players were seen as largely using virtual spaces as creative outlets and for socialization. The worlds also functioned as coping mechanisms for players frequently unable to gain acceptance, social connectivity or social support offline due to their personal situation, psychological profile, or their minority status
Aesthetics · Avatar · Ethnography · Identity (music · Metaverse · Negotiation · Online and offline · Social group · Social identity theory · Social worlds · Socialization · Sociology · Virtual reality · Computer Science · Digital Games and Media · Impact of Technology on Adolescents · Media Influence and Health · Psychology · Social Psychology
The Future of Game Studies
Battlefields of Negotiation
“Instant Happiness”
Openness to Experience Predicts Engagement in Role-Play
Gamer identities of video game live streamers with disabilities
Re-Mediating Research Ethics
Individual Incentives for Investment in Gameworlds
Sexuality in Role-Playing Games
Battlefields of Negotiation
Young Children's Literacy Practices in a Virtual World
I See Myself through My Avatar
From Separation to Integration
Playing With Our Selves
CityVill
Public Displays of Play
Examination of the Relation Between PTSD Symptoms, Smartphone Feature Uses, and Problematic Smartphone Use
Las mujeres sostienen (más de) la mitad del cielo
Culture, sex and social context influence brain-to-brain synchrony
The Phenomenology of the “Other” in Computer Game Worlds
Avatar as Second Suit
Why are online games so self‐involving
Invisible, aesthetic, and enrolled listeners across storytelling modalities
Is Bigger Always Better? Potential Biases of Big Data Derived from Social Network Sites
RPG Mythos
Stand by Your Man
Facebook and FarmVille
"I Swear to God, I Only Want People Here Who Are Losers!" Cultural Dissonance and the (Problematic) Allure ofAzeroth
The Effort of Being in a Fictional World
Adolescents' Identity Experiments on the Internet
No sense of peace
Shared Fantasy
The Presentation of Self in Everyday Life
Transformed Social Interaction, Augmented Gaze, and Social Influence in Immersive Virtual Environments
Dungeons and Desktops
Social Interactions in Massively Multiplayer Online Role-Playing Gamers
Motivations for Play in Online Games
Ethnography
Play Between Worlds
The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments
The Ideal Elf
Doing Virtually Nothing
Virtual “Third Places”
Evolution's Pedagogy
Adolescents’ identity experiments on the internet
When Online Meets Offline
Can You See the Real Me? Activation and Expression of the “True Self” on the Internet
Relationship Formation on the Internet
When Are Net Effects Gross Products? Communication
The revised Ucla Loneliness Scale
Internet Paradox Revisited
The unbearable automaticity of being
Homo ludens
Ends, Means, and Galumphing
The Digital Dollhouse
From Tree House to Barracks
Let Me Count the Ways
Can You Hear Me Now? The Impact of Voice in an Online Gaming Community
The Proteus Effect
| Obras citantes distintas | 28 |
|---|---|
| Citas por año | 1,87 |
| Intervalo de citas | 2011 - 2025 (15) |
| Velocidad de citación | recent |
| Altamente citado | No |
| Tipos de cita | Neutras: 28 |