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Players and Avatars: The Connections between Player Personality, Avatar Personality, and Behavior in Video Games

机译:玩家和头像:玩家个性,阿凡达人格和视频游戏中的行为之间的联系

摘要

The increasing variety and complexity of video games allows players to choose how to behave and represent themselves within these virtual environments. The focus of this dissertation was to examine the connections between the personality traits (specifically, HEXACO traits and psychopathic traits) of video game players and player-created and controlled game-characters (i.e., avatars), and the link between traits and behavior in video games. In Study 1 (n = 198), the connections between player personality traits and behavior in a Massively Multiplayer Online Roleplaying Game (World of Warcraft) were examined. Six behavior components were found (i.e., Player-versus-Player, Social Player-versus-Environment, Working, Helping, Immersion, and Core Content), and each was related to relevant personality traits. For example, Player-versus-Player behaviors were negatively related to Honesty-Humility and positively related to psychopathic traits, and Immersion behaviors (i.e., exploring, role-playing) were positively related to Openness to Experience. In Study 2 (n = 219), the connections between player personality traits and in-game behavior in video games were examined in university students. Four behavior components were found (i.e., Aggressing, Winning, Creating, and Helping), and each was related to at least one personality trait. For example, Aggressing was negatively related to Honesty-Humility and positively related to psychopathic traits. In Study 3 (n = 90), the connections between player personality traits and avatar personality traits were examined in World of Warcraft. Positive player-avatar correlations were observed for all personality traits except Extraversion. Significant mean differences between players and avatars were observed for all traits except Conscientiousness; avatars had higher mean scores on Extraversion and psychopathic traits, but lower mean scores on the remaining traits. In Study 4, the connections between player personality traits, avatar traits, and observed behaviors in a life-simulation video game (The Sims 3) were examined in university students (n = 93). Participants created two avatars and used these avatars to play The Sims 3. Results showed that the selection of certain avatar traits was related to relevant player personality traits (e.g., participants who chose the Friendly avatar trait were higher in Honesty-Humility, Emotionality, and Agreeableness, and lower in psychopathic traits). Selection of certain character-interaction behaviors was related to relevant player personality traits (e.g., participants with higher levels of psychopathic traits used more Mean and fewer Friendly interactions). Together, the results of the four studies suggest that individuals generally behave and represent themselves in video games in ways that are consistent with their real-world tendencies.
机译:电子游戏的多样性和复杂性不断增加,允许玩家选择在这些虚拟环境中的行为方式和表示自己的方式。本论文的重点是研究视频游戏玩家的人格特质(具体来说,HEXACO特质和精神病性特质)与玩家创建和控制的游戏角色(即化身)之间的联系,以及特质与行为之间的联系。视频游戏。在研究1(n = 198)中,研究了大型多人在线角色扮演游戏(魔兽世界)中玩家个性特征与行为之间的联系。发现了六个行为成分(即玩家对玩家,社交玩家对环境,工作,帮助,沉浸和核心内容),每个都与相关的人格特质相关。例如,玩家对玩家行为与诚实谦卑负相关,与精神病特质正相关,沉浸行为(即探索,角色扮演)与开放体验正相关。在研究2(n = 219)中,研究了大学生的玩家个性特征与视频游戏中游戏行为之间的联系。发现了四个行为成分(即攻击,获胜,创造和帮助),并且每个都与至少一个人格特质有关。例如,侵略与诚实谦卑负相关,与精神病性正相关。在研究3中(n = 90),在《魔兽世界》中研究了玩家个性特征和化身个性特征之间的联系。除外向性外,所有人格特质均观察到玩家与头像的正相关。除尽责性外,其他所有特征在玩家和化身之间均存在显着的平均差异。化身在外向性和精神病性状上的平均得分较高,而在其余性状上则较低。在研究4中,研究了大学生(n = 93)中生活模拟视频游戏(《模拟人生3》)中玩家个性特征,化身特征和观察到的行为之间的联系。参与者创建了两个化身,并使用这些化身来玩《模拟人生3》。结果表明,某些化身特质的选择与相关的玩家性格特征有关(例如,选择“友好化身”特质的参与者在诚实,谦卑,情感和和可亲,精神病性状低。某些角色互动行为的选择与相关的玩家人格特质相关(例如,精神病特质较高的参与者使用更多的平均数和更少的友好互动)。四项研究的结果共同表明,个人在视频游戏中的行为举止和代表自己的方式与他们的现实世界趋势一致。

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    Worth Narnia;

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  • 年度 2015
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  • 正文语种 eng
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