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

机译:阿凡达与自我的关系伊朗数字角色扮演者与自我布置和身份危机的相关性

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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,我们对虚拟形象用户体验与研究参与者的自我疏离感和身份危机之间的相关性进行了分析。我们的参与者(N = 1444)由714名男性(占49.4%)和730名女性(占50.6%)组成,年龄从16岁延伸至39岁。在我们的方法中,我们通过雪球采样招募青少年和年轻人。为此,设计了一种可靠的心理测验,其Cronbach的Alpha值为(.824)。我们使用六种衡量标准,包括个人身份理解,社会身份理解,身份混淆,理想主义,自我/身体形象感知和自我比较,我们估计角色扮演视频游戏与1444名伊朗玩家的大规模样本的关联。我们的描述性统计数据证实,数字角色扮演游戏玩家似乎对他们的自我和身份观念感到疏远。他们还感染了个人和社会身份的混乱,理想主义的观念,对自我/身体形象的关注以及现实与虚拟之间的自我比较。此外,Pearson Correlations还显示了参与者日常使用数字角色扮演活动(遇到化身)与他们的自我疏离感和身份危机之间的积极关系。通过包含自我疏离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疏远主动性。本文对自我和身份概念的具体说明及其与视频游戏研究相关的异化研究的详细区分,增强了跨学科人文文学。

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