阿凡达
亲密度
移情
网络空间
心理学
游戏娱乐
电子游戏
社会关系
断开
社会心理学
人机交互
计算机科学
多媒体
互联网
万维网
艺术
政治学
数学分析
数学
法学
视觉艺术
作者
Donghun Chung,Brahm deBuys,Chang S. Nam
出处
期刊:Springer eBooks
[Springer Nature]
日期:2007-08-27
卷期号:: 711-720
被引量:8
标识
DOI:10.1007/978-3-540-73105-4_78
摘要
The present paper focuses on the influence of avatar creation in a video game. More specifically, this study investigates the effects of avatar creation on attitude towards avatar, empathy, presence, and para-social interaction of female non-game users. As a cyber-self, an avatar is a graphic character representing a user in cyberspace. Avatars are primarily used in the entertainment industry as high-tech novelties, controlled by game users, for high-end video games. Some games provide game characters by default that users cannot change, but other games provide various options gamers can choose. What if game users can create their own avatars? Do they have more psychological closeness with their avatars as their cyber-selves? This study tested the differences of attitude, empathy, presence, and para-social interaction of female non-game users between an avatar creation group and a non-avatar creation group and resulted in no difference.
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