2015
DOI: 10.4018/ijcbpl.2015100106
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The Virtual Self and Possible Immersive Consequences of Uncharacteristic Self-Presentation in the Virtual Environment

Abstract: The author employs a theoretic construct based on self-presentation approach and a self-concept which is taken as a complex structure of self-schema and possible selves. Within the framework of this model (or “self-matrix”), self-presentation is observed under the conditions of virtual reality, in which the usual ties between various aspects of one's self may be lost, producing uncharacteristic performance. The author claims that immersive interaction within the simulated environment of virtual reality may be… Show more

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Cited by 2 publications
(3 citation statements)
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“…The esports world provides a space where gamers can 'disembody' and so escape from the sociocultural constraints of the physical world, and as there are no interpersonal physical bonds in virtual interaction, gamers are not bounded by their physical referential or any behavioral rules based upon it. Game world anonymity conceals any and all physical identifiers from gender, to age, to race, to cultural background (Kukshinov, 2015). Disembodiment and anonymity create a safe place for gamers to explore and form new identities that need only comply with the rules set for globally standardized virtual characters (Ecenbarger, 2014;Wang, Yang & Shen, 2014).…”
Section: Esports As a Source Of Superordinate Identitymentioning
confidence: 99%
See 1 more Smart Citation
“…The esports world provides a space where gamers can 'disembody' and so escape from the sociocultural constraints of the physical world, and as there are no interpersonal physical bonds in virtual interaction, gamers are not bounded by their physical referential or any behavioral rules based upon it. Game world anonymity conceals any and all physical identifiers from gender, to age, to race, to cultural background (Kukshinov, 2015). Disembodiment and anonymity create a safe place for gamers to explore and form new identities that need only comply with the rules set for globally standardized virtual characters (Ecenbarger, 2014;Wang, Yang & Shen, 2014).…”
Section: Esports As a Source Of Superordinate Identitymentioning
confidence: 99%
“…The result is improved team performance. With disembodiment and anonymity, gamer identity is more likely to be salient in the virtual world (Kukshinov, 2015), although in the physical one there are still sociocultural challenges with which to contend, e.g., cultural identity and categorization by national origin (Eklund, 2015).…”
Section: Introductionmentioning
confidence: 99%
“…The resultant performance might contradict existing social circumstances and vice versa. (Kukshinov, 2015).…”
Section: Introductionmentioning
confidence: 99%