کد مقاله | کد نشریه | سال انتشار | مقاله انگلیسی | نسخه تمام متن |
---|---|---|---|---|
351354 | 618468 | 2012 | 8 صفحه PDF | دانلود رایگان |
Although researchers have discussed the existence of a virtual self, or embodiment of human characteristics within an avatar, little known about how the virtual self influences a player’s behavior within a virtual environment. To better understand this relationship, World of Warcraft game players were asked to complete personality-rating scales for both themselves and their avatars. In addition, in-world behavior was recorded and then analyzed using a behavioral assessment checklist. Results suggested a relationship between personality and behavior within the domain of agreeableness. Based on these findings, the researchers discuss implications for the construct known as the virtual self, as well as the inclusion of psychological systems design into the overall game design process.
► We examine the relationship between personality and behavior in a virtual environment (VE).
► The emergence of a virtual self as a psychological component of VE software appears to exist.
► Results indicate a relationship along the domain of agreeableness.
Journal: Computers in Human Behavior - Volume 28, Issue 3, May 2012, Pages 976–983