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Avatar Versus Self The Correlation of Iranian Digital Role-Players with Self-Estrangement and Identity Crisis

机译:阿凡达与自我与自我疏远和身份危机的相关性的相关性

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In this paper, we present an analysis of the correlation of avatar-user experience with the research participants' sense of self-estrangement and identity crisis. Our participants ( N=1,444) are composed of 714 men (49.4%) and 730 women (50.6%) who extend in age from 16 to 39. In our methodology, we recruit adolescents and young adults through snowball sampling. To this end, a reliable psychometric poll is devised with a Cronbach's Alpha value of (.824). Using six measures including personal identity apprehension, social identity comprehension, identity confusion, idealism, self/body image perception, and self-comparison, we estimate the association of role-playing video games with a large-scale sample of 1,444 Iranian players. Our Descriptive Statistics confirm that digital role-playing gamers seem alienated towards their idea of self and identity. They are also infected with personal and social identity confusion, idealistic notions, self/body image concerns, and self-comparison between reality and virtuality. Furthermore, Pearson Correlations display the positive relationship between the participants' daily application of digital role-playing activities (encounter with avatars) and their sense of self-estrangement and identity crisis. By containing both personal and social aspects of the state of self-estrangement and identity-crisis, our survey contributes to a deeper understanding of the participants' alienation initiative. This paper's specific account of the concepts of self and identity and its detailed discrimination of alienation studies in connection with video games studies enhances the literature of interdisciplinary humanities.
机译:在本文中,我们展示了与研究参与者的自我疏远和身份危机感复的化身用户体验的相关性分析。我们的参与者(n = 1,444)由714名男性(49.4%)和730名妇女(50.6%)组成,他年满16至39岁。在我们的方法中,我们通过雪球抽样招募青少年和年轻人。为此,设计了一个可靠的心理测量轮询,并具有(.824)的Cronbach的alpha值。使用包括个人身份逮捕,社会身份理解,身份混淆,理想主义,自主形象感知和自我比例的六项措施,我们估计了角色扮演视频游戏与1,444名伊朗球员的大规模样本的关联。我们的描述性统计数据确认,数字角色播放游戏玩家似乎疏远了他们对自我和身份的思想。它们也感染了个人和社会形式的混乱,理想主义概念,自主/身体形象问题,以及现实和虚拟性之间的自我比较。此外,Pearson相关性显示参与者日常应用数字角色扮演活动(与头像)的日常应用与其自我疏远和身份危机感。通过包含自我疏远和身份危机状态的个人和社会方面,我们的调查有助于更深入地了解参与者的异化倡议。本文对自我和身份概念的具体陈述及其详细歧视与视频游戏研究有关的异化研究,增强了跨学科的文献。

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