Publication details

Differences between adolescents, emerging adults and adults identification with avatars in MMORPGs

Authors

BLINKA Lukáš

Year of publication 2008
Type R&D Presentation
MU Faculty or unit

Faculty of Social Studies

Citation
Description MMORPG (Massively Multiplayer Online RolePlaying Games) are persistent virtual worlds falling within the fantasy genre, in which the player controls his or her character which subsequently becomes a part of the online fantasy world. The study focuses on the aspects of player's identification with the character while searching for differences in these aspects between various age groups, especially adolescents (12 to 19 years) and emerging adults adults (20 to 27 years) and adults (27 and more). Adolescents demonstrated the higher tendency to identification - they try to achieve quickly a feeling of self-efficacy through connentig a succesful avatar and their own self. This tendency is also visible among emerging adults, while it was significantly lower among adults.
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