Me, Myself, and My Avatar: Self-Discrepancy, Embodiment, and Narrative Involvement in Gaming Experiences
Me, Myself, and My Avatar: Self-Discrepancy, Embodiment, and Narrative Involvement in Gaming Experiences
Me, Myself, and My Avatar: Self-Discrepancy, Embodiment, and Narrative Involvement in Gaming Experiences
M. Marie Devlin, Morgan E. Ellithorpe, Nicholas Gadino, David R. Ewoldsen, Susanna Weir
Abstract
"Avatars are customizable digital representations of people used in digital games. Self-discrepancy theory hypothesizes that people have three general representations of the self: actual, ought, and ideal. Two studies, one survey and the other experimental, explored the relationship between self-discrepancy theory, embodi-ment, and people’s avatars. Results indicated that participants experienced higher levels of embodiment when they perceived their avatar as matching the attributes of their actual self. Embodiment was significantly associated with boundary expansion and transportation. Other results in the study are discussed, along with its limitations, potential implications for game developers, as well as directions for future research on gam- ing. These findings extend our understanding of avatars’ effect on the gaming experience."
Reference
Devlin, M. M., Ellithorpe, M. E., Gadino, N., Ewoldsen, D. R., & Weir, S. (2024). Me, myself, and my avatar: Self-discrepancy, embodiment, and narrative involvement in gaming experiences. Psychology of Popular Media, 14(2), 294–303. https://doi.org/10.1037/ppm0000542
Keywords
Avatars, Self-discrepancy, Embodiment