Department of Communication, Boston College, 140 Commonwealth Ave, 21 Campanella Way 544, Chestnut Hill, MA 02467, USA.
Cyberpsychol Behav Soc Netw. 2010 Oct;13(5):567-70. doi: 10.1089/cyber.2009.0243. Epub 2010 Feb 22.
What are the impacts of creating an avatar replicating the actual self versus an avatar projecting the ideal self on game players' avatar-self connection? This study leveraged an avatar-creating game (Mii Channel) within a video-game console (Wii) in a controlled, randomized study. The results of a two-group comparison (actual self-priming vs. ideal self-priming) between-subjects study (N = 76) demonstrated the significant main effect of self-priming via avatar (Mii) creation on avatar-self connection. Game players who were primed to create a Mii reflecting the ideal self felt greater avatar-self connection than those primed to create a replica Mii mirroring the actual self. Theoretical values and implications for a burgeoning body of research on the "malleable self" and the multidimensionality of the self-concept in avatar-based interactive media are discussed.
创建一个复制真实自我的化身与创建一个投射理想自我的化身对游戏玩家的化身自我连接有什么影响?本研究在视频游戏机(Wii)内利用一个化身创作游戏(Mii Channel)进行了一项对照、随机研究。两组之间的比较(真实自我启动与理想自我启动)的结果表明,通过创作化身(Mii)进行自我启动的显著主要影响。与被提示创作反映实际自我的 Mii 的参与者相比,被提示创作反映理想自我的 Mii 的参与者感觉与化身自我的连接更紧密。讨论了理论价值和对“可塑自我”和基于化身的互动媒体中自我概念的多维性的新兴研究领域的影响。