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Cited by 278

The DOI matches its Crossref record; 82 of the 82 references it cites were found in a registry or an index.

Player Identification in Online Games: Validation of a Scale for Measuring Identification in MMOGs

Van Looy, Jan, Courtois, Cédric, De Vocht, Melanie, De Marez, Lieven·2012·Media Psychology

Abstract

This article proposes a scale for measuring player identification in massively multiplayer online games (MMOGs). Three dimensions have been derived from the literature, avatar identification, group identification, and game identification, whereby avatar identification is a second-order factor consisting of similarity identification, wishful identification, and embodied presence. Based on the results of a cross-sectional survey of 544 World of Warcraft players, the measurement instrument's proposed factorial structure was confirmed and the constructs were successfully tested for convergent validity. Subsequently, support for nomological validity was gathered by testing nine theoretically rooted hypotheses linking the identification constructs to motivations for playing MMOGs. The results show that avatar identification is positively associated with roleplay, customization, and escapism; group identification with socializing and relationship; and game identification with escapism, discovery, advancement, and mechanics. These findings indicate that the Player Identification Scale provides a reliable measure of identification in online games ready to be used and further validated in subsequent research.

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Cites

Show all 82 references

Research works printed but not linked: 16

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  2. Bartle R., 1996, MUSE
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  6. 10.1037/0012-1649.20.5.746 · doi:10.1037/0012-1649.20.5.746 · Paper page
  7. 10.1111/j.1468-2885.2005.tb00334.x · doi:10.1111/j.1468-2885.2005.tb00334.x · Paper page
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  9. Klimmt, C. Dimensions and determinants of the enjoyment of playing digital games: A three-level model. Paper presented at the Level Up: Digital Games Research Conference. Utrecht, the Netherlands. November.
  10. Minsky M., 1980, Omni, 2, 45
  11. Mortensen T. E., 2003, Pleasures of the player: Flow and control in online games
  12. Utz S., 2000, Journal of Online Behavior, 1
  13. Van Looy J., 2009, Eludamos. Journal for Computer Game Culture, 3, 10.7557/23.5995 · doi:10.7557/23.5995
  14. Van Looy J., 2010, Understanding computer game culture: The cultural shaping of a new medium
  15. Wilson T., 1993, Watching television: Hermeneutics, reception and popular culture
  16. Zillmann D., 2006, Psychology of entertainment, 215

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Metadata

Authors
Van Looy, J., Courtois, C., De Vocht, M., & De Marez, L.
Venue
Media Psychology
Published
2012-05-18
Volume
15
Issue
2
Pages
197-221
ISSN
  • 1521-3269 (ISSN-L)
  • 1532-785X
OpenAlex
W1972995154
Cited by
278
References
82
FWCI
25.38
Type
journal article
Language
en
Open access
closed

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CoChat. (2026). Citation check: Player Identification in Online Games: Validation of a Scale for Measuring Identification in MMOGs. https://app.cochat.ai/papers/10.1080/15213269.2012.674917
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Van Looy, J., Courtois, C., De Vocht, M., & De Marez, L. (2012). Player Identification in Online Games: Validation of a Scale for Measuring Identification in MMOGs. Media Psychology. https://doi.org/10.1080/15213269.2012.674917

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Bibliographic data: Semantic Scholar, OpenAlex, Crossref.

Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).

Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.