Player Identification in Online Games: Validation of a Scale for Measuring Identification in MMOGs

逃避现实 鉴定(生物学) 比例(比率) 阿凡达 规则网络 射影识别 计算机科学 个性化 心理学 社会心理学 结构方程建模 人机交互 万维网 生物 机器学习 物理 量子力学 植物 精神分析理论 心理治疗师
作者
Jan Van Looy,Cédric Courtois,Melanie De Vocht,Lieven De Marez
出处
期刊:Media Psychology [Taylor & Francis]
卷期号:15 (2): 197-221 被引量:190
标识
DOI:10.1080/15213269.2012.674917
摘要

This article proposes a scale for measuring player identification in massively multiplayer online games (MMOGs). Three dimensions have been derived from the literature, avatar identification, group identification, and game identification, whereby avatar identification is a second-order factor consisting of similarity identification, wishful identification, and embodied presence. Based on the results of a cross-sectional survey of 544 World of Warcraft players, the measurement instrument's proposed factorial structure was confirmed and the constructs were successfully tested for convergent validity. Subsequently, support for nomological validity was gathered by testing nine theoretically rooted hypotheses linking the identification constructs to motivations for playing MMOGs. The results show that avatar identification is positively associated with roleplay, customization, and escapism; group identification with socializing and relationship; and game identification with escapism, discovery, advancement, and mechanics. These findings indicate that the Player Identification Scale provides a reliable measure of identification in online games ready to be used and further validated in subsequent research.
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