Proceedings of the Annual Symposium on Computer-Human Interaction in Play 2020
DOI: 10.1145/3410404.3414262
|View full text |Cite
|
Sign up to set email alerts
|

Power in Skin: The Interplay of Self-Presentation, Tactical Play, and Spending in Fortnite

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
4
1

Citation Types

0
9
0

Year Published

2021
2021
2024
2024

Publication Types

Select...
4
1
1

Relationship

0
6

Authors

Journals

citations
Cited by 13 publications
(9 citation statements)
references
References 37 publications
0
9
0
Order By: Relevance
“…A recent study on skins used in Fortnite examined self-presentation and how it related to purchasing behaviour. In Avatar-based games, self-presentation is significant for player experience since players naturally pay more attention to their own "self" (Li et al, 2020). Li et al (2020) also mentioned that selfpresentation, in theory, encompasses both how one's identity is portrayed based on one's awareness of oneself and how one expects others to see him or her.…”
Section: Skins: An In-depth Descriptionmentioning
confidence: 99%
See 3 more Smart Citations
“…A recent study on skins used in Fortnite examined self-presentation and how it related to purchasing behaviour. In Avatar-based games, self-presentation is significant for player experience since players naturally pay more attention to their own "self" (Li et al, 2020). Li et al (2020) also mentioned that selfpresentation, in theory, encompasses both how one's identity is portrayed based on one's awareness of oneself and how one expects others to see him or her.…”
Section: Skins: An In-depth Descriptionmentioning
confidence: 99%
“…In Avatar-based games, self-presentation is significant for player experience since players naturally pay more attention to their own "self" (Li et al, 2020). Li et al (2020) also mentioned that selfpresentation, in theory, encompasses both how one's identity is portrayed based on one's awareness of oneself and how one expects others to see him or her. This may require an appropriation and personalisation of the "self," resulting in more self-serving purchases.…”
Section: Skins: An In-depth Descriptionmentioning
confidence: 99%
See 2 more Smart Citations
“…During the pandemic, fashion brands entered the gaming industry (Hanson, 2022), resulting in 50% of gamers reacting more positively to brands they encounter in-game (Jakob and Meehan, 2023). Studies have shown that players spend more on gaming self-representation products (Li et al, 2020), and the acquisition of virtual in-game assets is estimated to reach USD$74.4bn by 2025 (Clement, 2021), with an estimated Malaysian virtual assets market USD$55.56 per gamer in 2023 (Statista Market Insights, 2023c). Furthermore, a survey conducted by Business of Fashion (2022) revealed that 50% of fashion consumers intend to spend more on digital assets.…”
Section: Introductionmentioning
confidence: 99%