“I am the character, the character is me”: A thematic analysis of the user-avatar relationship in videogames

Author:

Szolin KimORCID,Kuss Daria J.ORCID,Nuyens Filip M.ORCID,Griffiths Mark D.ORCID

Publisher

Elsevier BV

Subject

General Psychology,Human-Computer Interaction,Arts and Humanities (miscellaneous)

Reference50 articles.

1. Video gaming and gaming addiction in transgender people: An exploratory study;Arcelus;Journal of Behavioral Addictions,2017

2. Object, me, symbiote, other: A social typology of player-avatar relationships;Banks;First Monday,2015

3. Emotion, anthropomorphism, realism, control: Validation of a merged metric for player–avatar interaction (PAX);Banks;Computers in Human Behavior,2016

4. Teen reactions to a self-representational avatar: A qualitative exploration;Baysden;Journal of Sport and Health Science,2022

5. The ideal elf: Identity exploration in World of Warcraft;Bessière;CyberPsychology and Behavior,2007

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