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Me, Myself, and Not-I: Self-Discrepancy Type Predicts Avatar Creation Style

机译:我,我自己,不是我:自我差异类型预测头像创作风格

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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.
机译:在视频游戏中,已显示使用人类行为驱动的头像 - 虚拟实体或角色 - 已被证明为许多人际关系和内在的功能(如社会连接,自我表达或身份探索),但我们对影响玩家的心理变量的理解'头像选择仍然不完整。本文提出的研究检测了球员的首选风格的头像创作的风格与他们是谁的自我感知差异的程度相关联,他们渴望成为谁,他们认为应该是谁应该是谁。一百和二十五名本科游戏玩家表示他们首选的化身创作风格,并从三个不同的角度完成了一个值措施:他们的实际,理想和应该自我。在优选的理想化身与那些更倾向于现实的头像的人的人中,平均实际/理想值差异差异更大。平均实际/应该值差异在那些优选完全不同的头像(即,幻想/角色玩家)与那些更倾向于现实的头像的人中。因此,这些结果提供了额外的证据,即自我差异理论是理解头像偏好的有用框架。

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