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Player-character identification by personality matching, perceived personalization and positive/negative in-game experience
Guo, Danyang
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https://hdl.handle.net/2142/99276
Description
- Title
- Player-character identification by personality matching, perceived personalization and positive/negative in-game experience
- Author(s)
- Guo, Danyang
- Issue Date
- 2017-08-24
- Director of Research (if dissertation) or Advisor (if thesis)
- Yao, Mike Z
- Department of Study
- Advertising
- Discipline
- Advertising
- Degree Granting Institution
- University of Illinois at Urbana-Champaign
- Degree Name
- M.S.
- Degree Level
- Thesis
- Keyword(s)
- Game
- Identification
- Personality
- Game character
- Player
- Abstract
- Player-character identification is that video-game players adopt the perspective of a game character during gameplay as a part of their own identity. Player-character identification can be established through several psychological mechanisms, including perspective taking, presence, idealization, and perceived similarities. Although game studies have examined many factors leading to player-character identification, most have focused on physical, behavioral, and social attributes. The role and impact of deeper level connections, such as perceived personality similarities, on player-character identification have not been fully explored. This study examines three factors that might trigger player-character identification:1) personality description, 2) perceived personalization, and 3) positive and negative in-game experiences. In Experiment 1, 91 students participated in a 2 (personality descriptions: matching/non-matching) × 2 (perceived personalization: personalized/non-personalized) factorial experiment. In Experiment 2, 136 students participated in a 2 (personality descriptions: matching/non-matching) × 3 (game experience: positive/negative/control) factorial experiment. Results indicated that personality description was effective on inducing player-character identification; however, explicitly informing players the character’s personality was generated based on their own, and exposing players to positive/negative game experiences were not effective.
- Graduation Semester
- 2017-12
- Type of Resource
- text
- Permalink
- http://hdl.handle.net/2142/99276
- Copyright and License Information
- Copyright 2017 Danyang Guo
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Graduate Dissertations and Theses at Illinois PRIMARY
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