Extending the self
Player-avatar relations and presence among U.S. and Chinese gamers
Bibliographic Data
| ID | 19544686 |
|---|---|
| Authors | Zhenyang Luo (0000-0002-3832-4452, Dakota State University), David Westerman (0000-0001-9550-0304, Dakota State University), Jaime Banks (0000-0002-7598-4337, Texas Tech University) |
| Year | 2019 |
| Volume | 12 |
| Issue | 3 |
| Publication date | 2019-12-13 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Journal of Virtual Worlds Research (JOURNAL) |
| Journal identifiers | ISSN: 1941-8477 • E-ISSN: 1941-8477 |
| Publisher | Virtual Worlds Institute, Inc (PUBLISHER) |
| DOI | 10.4101/jvwr.v12i3.7395 |
| OpenAlex | W3000223023 |
| Language | EN |
| References cited | 2 |
This study investigated how player-avatar interaction (PAX) and player-avatar relationship (PAR) are associated with spatial presence, social presence, and self-presence in video games, and additionally how the associations differ between Chinese and American players. American and Chinese players were recruited to answer a survey king about these variables. The survey was translated from English to Chinese for the different samples. Regression models and ANOVA analysis were used to analyze data, and the results revealed several significant associations between dimensions of PAX and the three types of presence. Additionally, results indicated that player-avatar relationships characterized by identity play and extension are generally associated with higher level of presence than the other two relationship types. Cultural differences were also found, with American and Chinese players differing in how PAR associated with social presence. Thus, the present study adds more understanding to presence in video game, avatar-moderated gameplay, and cross-cultural differences in video gaming, and suggests avenues for future research
Art · Avatar · Human–computer interaction · Multimedia · Video game · Computer Science · Digital Games and Media · Media Influence and Health · Psychology · Social Psychology · Virtual Reality Applications and Impacts
| Highly cited | No |
|---|