首页> 外文会议>International Conference on Advanced Communication Technology >An Exploratory Study on Avatar-Self Similarity, Mastery Experience and Self-Efficacy in Games
【24h】

An Exploratory Study on Avatar-Self Similarity, Mastery Experience and Self-Efficacy in Games

机译:论阿凡达自我相似性,掌握经验和游戏中自我效能的探索性研究

获取原文

摘要

In virtual worlds, users create their own disembodied characters called avatars. They project themselves through avatars, altering their physical appearances. Despite the recent increasing interests in avatar and self relationship and its psychological aftermath, not much research fully illustrates about the motivations and the consequences. This paper mainly discuss about avatar-real self and self-efficacy of MMORPG players. A total number of 675 South Korean game players participated in an online survey. We explored the relationship between avatar-self similarity and game players' performance. Also, we explored the relationship between mastery experience and players' general self efficacy. The results showed that avatar-self similarity affected the mastery experience and mastery experience influenced players' general self-efficacy. In conclusion, we added a layer of explanation of reasons of avatar-self similarity and its attitude or behavior changes. In terms of self-efficacy, more serious implications of playing online games are also suggested.
机译:在虚拟世界中,用户创建了名为avatars的自己的减肥字符。他们通过化身来投射自己,改变他们的身体外观。尽管近期在头像和自我关系中兴起及其心理后果越来越幅度,但并不多的研究完全说明了动机和后果。本文主要讨论了MMORPG球员的阿凡达真实自我和自我效能。总数为675名韩国游戏玩家参加了在线调查。我们探讨了化身自我相似性与游戏玩家的表现之间的关系。此外,我们探讨了掌握经验与球员一般自我效力之间的关系。结果表明,头像 - 自我相似性影响了掌握体验和掌握体验,影响了球员的一般自我效能。总之,我们添加了一层论证自我相似性的原因及其态度或行为变化。在自我效能方面,还提出了在线游戏的更严重影响。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号