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Me, Myself, and Not-I: Self-Discrepancy Type Predicts Avatar Creation Style
In video games, identification with avatars—virtual entities or characters driven by human behavior—has been shown to serve many interpersonal and intraindividual functions (like social connection, self-expression, or identity exploration) but our understanding of the psychological variables that in...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7844083/ https://www.ncbi.nlm.nih.gov/pubmed/33519565 http://dx.doi.org/10.3389/fpsyg.2020.01902 |
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author | Loewen, Mitchell G. H. Burris, Christopher T. Nacke, Lennart E. |
author_facet | Loewen, Mitchell G. H. Burris, Christopher T. Nacke, Lennart E. |
author_sort | Loewen, Mitchell G. H. |
collection | PubMed |
description | In video games, identification with avatars—virtual entities or characters driven by human behavior—has been shown to serve many interpersonal and intraindividual functions (like social connection, self-expression, or identity exploration) but our understanding of the psychological variables that influence players' avatar choices remains incomplete. The study presented in this paper tested whether players' preferred style of avatar creation is linked to the magnitude of self-perceived discrepancies between who they are, who they aspire to be, and who they think they should be. One-hundred-and-twenty-five undergraduate gamers indicated their preferred avatar creation style and completed a values measure from three different perspectives: their actual, ideal, and ought selves. The average actual/ideal values discrepancy was greater among those who preferred idealized avatars vs. those who preferred realistic avatars. The average actual/ought values discrepancy was greater among those who preferred completely different avatars (i.e., fantasy/role-players) vs. those who preferred realistic avatars. These results, therefore, offer additional evidence that self-discrepancy theory is a useful framework for understanding avatar preferences. |
format | Online Article Text |
id | pubmed-7844083 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-78440832021-01-30 Me, Myself, and Not-I: Self-Discrepancy Type Predicts Avatar Creation Style Loewen, Mitchell G. H. Burris, Christopher T. Nacke, Lennart E. Front Psychol Psychology In video games, identification with avatars—virtual entities or characters driven by human behavior—has been shown to serve many interpersonal and intraindividual functions (like social connection, self-expression, or identity exploration) but our understanding of the psychological variables that influence players' avatar choices remains incomplete. The study presented in this paper tested whether players' preferred style of avatar creation is linked to the magnitude of self-perceived discrepancies between who they are, who they aspire to be, and who they think they should be. One-hundred-and-twenty-five undergraduate gamers indicated their preferred avatar creation style and completed a values measure from three different perspectives: their actual, ideal, and ought selves. The average actual/ideal values discrepancy was greater among those who preferred idealized avatars vs. those who preferred realistic avatars. The average actual/ought values discrepancy was greater among those who preferred completely different avatars (i.e., fantasy/role-players) vs. those who preferred realistic avatars. These results, therefore, offer additional evidence that self-discrepancy theory is a useful framework for understanding avatar preferences. Frontiers Media S.A. 2021-01-15 /pmc/articles/PMC7844083/ /pubmed/33519565 http://dx.doi.org/10.3389/fpsyg.2020.01902 Text en Copyright © 2021 Loewen, Burris and Nacke. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Psychology Loewen, Mitchell G. H. Burris, Christopher T. Nacke, Lennart E. Me, Myself, and Not-I: Self-Discrepancy Type Predicts Avatar Creation Style |
title | Me, Myself, and Not-I: Self-Discrepancy Type Predicts Avatar Creation Style |
title_full | Me, Myself, and Not-I: Self-Discrepancy Type Predicts Avatar Creation Style |
title_fullStr | Me, Myself, and Not-I: Self-Discrepancy Type Predicts Avatar Creation Style |
title_full_unstemmed | Me, Myself, and Not-I: Self-Discrepancy Type Predicts Avatar Creation Style |
title_short | Me, Myself, and Not-I: Self-Discrepancy Type Predicts Avatar Creation Style |
title_sort | me, myself, and not-i: self-discrepancy type predicts avatar creation style |
topic | Psychology |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7844083/ https://www.ncbi.nlm.nih.gov/pubmed/33519565 http://dx.doi.org/10.3389/fpsyg.2020.01902 |
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