2021
DOI: 10.3389/fpsyg.2021.701965
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Some Assembly Required: Player Mental Models of Videogame Avatars

Abstract: In playing videogames, players often create avatars as extensions of agency into those spaces, where the player-avatar relationship (PAR) both shapes gameplay and is the product of gameplay experiences. Avatars are generally understood as singular bodies; however, we argue they are functional and phenomenological assemblages—networks of social and technological components that are internalized by players as networks of knowledge about the avatar. Different PARs are based on different internalizations (i.e., me… Show more

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Cited by 12 publications
(6 citation statements)
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“…The concept of elicitation is fundamental in studying mental models. In the HCI context, numerous studies on eliciting mental models exist [6,40]. However, most of them approach the elicitation process in a non-diegetic form, for example, using interviews before or after the interaction.…”
Section: Discussionmentioning
confidence: 99%
“…The concept of elicitation is fundamental in studying mental models. In the HCI context, numerous studies on eliciting mental models exist [6,40]. However, most of them approach the elicitation process in a non-diegetic form, for example, using interviews before or after the interaction.…”
Section: Discussionmentioning
confidence: 99%
“…Mentioned avatar plays a key role in the video game playing experience. It is not only part of the game mechanic but rather a phenomenological entity (Banks & Bowman, 2021) created by the player -when players attach different meanings and fantasies about, for example, the adventures of the avatar but also their moral judgments, values and how they develop relationships with them, in their mind, it makes the avatar something more than just pixels on the screen. The relationship between the player and his avatar influence the degree of enjoyment from the game and constitutes applying important meaning to that experience (N. D. Bowman et al, 2016).…”
Section: Video Games As An Impactful Experiencementioning
confidence: 99%
“…The relationship between the player and his avatar influence the degree of enjoyment from the game and constitutes applying important meaning to that experience (N. D. Bowman et al, 2016). Banks (2015;Banks & Bowman, 2021;Downs et al, 2019) presented four types of relationship between the player and avatar: avatar as object, avatar as me, avatar as symbiote and avatar as other. That typology is social in its' approach, meaning that player and avatar can have no social relation (the avatar as object, that is treated as a tool), a one that is defined as being an extension of the player into the virtual world (avatar as me), a one in which the avatar and player are intertwined (avatar as symbiote, this type emphasis identities negotiation and sense-making), and lastly treating avatar as a distinct social agent having own life story, values and exists independently within the game world.…”
Section: Video Games As An Impactful Experiencementioning
confidence: 99%
“…Namely, when regarded at face value, many perceive the avatar as solely a tool for gameplay (Banks & Bowman, 2021). However, character customisation permits it to be used as a form of identity creation, exploration, and management that typically leads to a degree of personal attachment .…”
Section: Perceived Belonging In Parasocial Communitiesmentioning
confidence: 99%