The Relationship of Players to Their Avatars in MMORPGs: Differences between Adolescents, Emerging Adults and Adults

Vol.2,No.1(2008)

Abstract
Typically, MMORPG (Massively Multiplayer Online Role-Playing Games) are persistent virtual worlds falling within the fantasy genre, in which the player controls his or her character which subsequently becomes a part of the online fantasy world. The study focuses on the aspects of player's relationship with the character while searching for differences in these aspects between various age groups, especially adolescents (12 – 19 years) and young adults (20 – 27 years). A sample containing 532 players was obtained upon contacting players in discussion fora, where they were asked to fill in a web-based questionnaire in English. A battery of 12 questions was tested dealing with the various aspects of relationship between the players and their avatars. The results identified three dominant factors. The first one dealt with identification, i.e. not distinguishing the player from the avatar and the younger the player the stronger the identification. The immersion factor, i.e. daydreaming and emotional feelings towards avatar, was found to be important on the same level for all age cathegories. Among adolescents and emerging adults, the results show a higher similarity in the identification and compensation between the player and the avatar, while the relationship (and its components) was found to be weaker among adults.

Keywords:
MMORPG; avatar; adolescence; emerging adulthood
Author biography

Lukas Blinka

Author photo Lukas Blinka is a Senior Research Fellow at the Faculty of Social Studies, Masaryk University. His present research interests are related to studying effects of new digital media use and overuse on well-being – that includes excessive online gaming and gaming addiction.
References

Allison, S.E., Walde, L.von, Shockley, T., O´Gabard, G. (2006). The developement of self in the era of the internet and role-playing games. The American Journal of Psychiatry163, 381-385.

Alsaker, F.D., Kroger, J. (2008). Self concept, self-esteem and identity. In: Jackson, S, Goossens L. (Eds). Handbook of adolescent development (pp. 90-117). New York: Psychology press.

Arnett, J.J. (2000). Emerging adulthood: A Theory of Development from the Late Teens through the Twenties. American Psychologist, 55, 469 – 480.

Arnett, J.J. (2004). Emerging Adulthood: The Winding Road from Late Teens through the Twenties. Oxford: Oxford University Press.

Bessiere, K., Seay, F., Kiesler, S. (2007). The Ideal Elf: Identity Exploration in World of Warcraft. Cyberpsychology and behavior, 10, 530-535.

Blinka, L., Smahel, D. (2007). Role-playing" hry v kontextu analytické psychologie [Role-playing games in the context of analytical psychology]. Československá psychologie, 51, 169-182.

Blizzard entertainment (2008). World of Warcraft reaches new milestone: 10 million subscribers. Retrieved March 15, 2008, from http://blizzard.com/press

Entertainment software association (2007). Essential facts about the computer and video games industry: 2007 sales, demographics and usage data. Retrieved April 10, 2008, from http://www.theESA.com

Griffits, M.D., Davies, M.N.O, Chappell, D. (2003). Breaking the stereotype: The case of Online Gaming. Cyberpsychology and behaviour 6, 81-91.

Griffiths, M.D., Davies, M.N.O., Chappell, D. (2004). Online computer gaming: a comparison of adolescent and adult gamers. Journal of adolescence 27, 87-96.

Hillman, J. (1997). Re-visioning psychology. New York: HarperPerennial.

Kast, V. (1992). The dynamics of symbols: Fundamentals of Jungian psychotherapy. New York: Fromm International.

Macek, P. (1999) Adolescence. Praha: Portál.

Turkle, S. (1995). Life on the screen: identity in the age of the Internet. New York: Simon & Schuster.

Wan, C., Chiou, W. (2006). Why are adolescents addicted to online gaming? An interview study in Taiwan. CyberPsychology & Behavior, 9, 762-766.

Wolfendale, J. (2006) My Avatar, my self: virtual harm and attachment. In: Polčák, R., Škop, M., Šmahel, D. (Eds.): Cyberspace 2005 (pp. 305-310). Brno: Masaryk University.

Yee, N. (2006) Motivation for play in online games. Cyberpsychology and behavior 9, 772-775.

Metrics

5106

Views

5378

HTML views