Mechanisms of identification and social differentiation in player‐avatar relations

IF 0.7 Q3 COMMUNICATION Journal of Gaming and Virtual Worlds Pub Date : 2021-03-01 DOI:10.1386/jgvw_00028_1
N. Bowman, J. Banks, Edward Downs
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引用次数: 1

Abstract

The connection between player and avatar is central to digital gaming, with identification assumed to be core to this connection. Often, scholarship engages single dimensions of identification, yet emerging perspectives reveal that identification is polythetic (PID) ‐ comprising at least six sufficient (but not necessary) mechanisms. The current study investigates the intersections of polythetic identification mechanisms and two different approaches to player‐avatar sociality (as a marker of differentiation): general types of player‐avatar relationships (PARs) and discrete dimensions of player‐avatar interaction (PAX). Secondary analysis of an existing dataset of gamers revealed two main findings: (1) players reported overall diminished identification when they engaged in non-social relations with their avatar, and (2) increased liking and perspective-taking were most likely with human-like social relations, which require differentiation from rather than identification as the avatar. These findings are interpreted to suggest that player‐avatar identification and differentiation are conceptually independent relational phenomena that are experientially convergent ‐ some relational orientations and dynamics are associated with distinct combinations of identification mechanisms.
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玩家-化身关系中的认同和社会分化机制
玩家和化身之间的连接是数字游戏的核心,身份识别被认为是这种连接的核心。通常,学术研究涉及身份识别的单一维度,但新兴的观点表明,身份识别是多元的(PID)——包括至少六个足够(但不是必要)的机制。目前的研究调查了多面体识别机制和两种不同的玩家-化身社会性方法(作为区分的标志)的交叉点:玩家-化身关系的一般类型(PAR)和玩家-化身互动的离散维度(PAX)。对现有游戏玩家数据集的二次分析揭示了两个主要发现:(1)玩家报告称,当他们与化身发生非社交关系时,他们的认同感总体上减弱了;(2)喜欢度和视角的增加最有可能发生在类人社交关系中,这需要区别于化身,而不是认同化身。这些发现被解释为表明,玩家化身的识别和分化是概念上独立的关系现象,在经验上是趋同的——一些关系取向和动态与识别机制的不同组合有关。
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来源期刊
CiteScore
1.10
自引率
25.00%
发文量
8
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