With videogames now one of the world's most popular diversions, the virtual world has increasing psychological influence on real-world players. This book examines the relationships between virtual and non-virtual identity in visual role-playing games. Utilizing James Gee's theoretical constructs of real-world identity, virtual-world identity, and projective identity, this research shows dynamic, varying and complex relationships between the virtual avatar and the player's sense of self and makes recommendations of terminology for future identity researchers.Cobb ruminated in the following manner about his Oblivion avatar: aIa#39;ve stuck with the same character right through Oblivionaall 1000+ hours! ... I dunno, though, shea#39;s kind of grown on me even though Ia#39;m not sure what I was aiming for in the character creation stage. ... Bloom and Cobb arena#39;t alone in deriving pleasure from their Elder Scrolls videogame experiences as the following quote from Ice Trollanbsp;...
|Title||:||My Avatar, My Self|
|Publisher||:||McFarland - 2009-05-07|