Abstract

Far from merely being a tool to navigate a virtual world, individuals can often develop strong and complex relationships with their videogame characters. The present study examined the bond that can develop between a user and their avatar, as well as factors that can influence this relationship dynamic through the use of thematic analysis. Semi-structured interviews were carried out with 12 videogame players from the UK and US aged between 18 and 27 years. The results identified five major themes, comprising: (i) 'heterogeneity of game worlds'; (ii) 'avatar attachment'; (iii) 'game experiences affecting physical world behaviour and attitudes'; (iv) 'types of self in a virtual world' (with the sub-themes of 'actual self', 'idealised self', and 'utopian self'); and (v) 'game difficulty affecting user-avatar relationship'. The results showed gamers use their avatars as a means to insert a virtual version of themselves into the videogame or to attain a desired version of the self, sometimes including elements of fantasy. In addition, participants indicated that games with an advanced difficulty and avatar customisation appeared to facilitate stronger bonds to a character. Finally, several avenues of future research are discussed, in particular pertaining to the advancement of research relating to the Proteus effect.

Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call