鉴定(生物学)
规则网络
逃避现实
心理学
射影识别
比例(比率)
阿凡达
判别效度
社会心理学
计算机科学
结构方程建模
心理测量学
发展心理学
人机交互
机器学习
精神分析理论
植物
物理
量子力学
内部一致性
心理治疗师
生物
作者
Jan Van Looy,Cédric Courtois,Melanie De Vocht
出处
期刊:ACM International Conference Proceeding Series
日期:2010-01-01
被引量:3
摘要
In this paper, we present a Player Identification (PI) scale for measuring identification in MMORPGs. Three main dimensions were derived from the literature (1) Avatar (character) Identification, (2) Group (guild) Identification and (3) Game (community) Identification whereby Avatar Identification is a second-order factor consisting of (1a) Perceived Similarity, (1b) Wishful Identification and (1c) 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. Subsequently, the constructs were successfully tested both for convergent and discriminant validity. Finally, evidence for nomological validity was gathered by testing ten theoretically rooted hypotheses regarding the effects of Player Identification. The results showed that Avatar Identification positively predicts Empathy, Proteus effect and the motivations role-play, customization and escapism. Group Identification predicts socializing and relationship, and Game Identification predicts advancement, mechanics and escapism.
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