The DOI matches its Crossref record; 4 of the 4 references it cites were found in a registry or an index.
The Ideal Elf: Identity Exploration in World of Warcraft
Abstract
In this study, we examine the identity exploration possibilities presented by online multiplayer games in which players use graphics tools and character-creation software to construct an avatar, or character. We predicted World of Warcraft players would create their main character more similar to their ideal self than the players themselves were. Our results support this idea; a sample of players rated their character as having more favorable attributes that were more favorable than their own self-rated attributes. This trend was stronger among those with lower psychological well-being, who rated themselves comparatively lower than they rated their character. Our results suggest that the game world allows players the freedom to create successful virtual selves regardless of the constraints of their actual situation.
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Cites
Development and validation of brief measures of positive and negative affect: The PANAS scales.
Watson, D., Clark, L. A., & Tellegen, A. (1988) · Journal of Personality and Social Psychology · doi:10.1037/0022-3514.54.6.1063 · Cited by 32,433
The use of the Center for Epidemiologic Studies Depression Scale in adolescents and young adults
Radloff, L. S. (1991) · Journal of Youth and Adolescence · doi:10.1007/bf01537606 · Cited by 1,997 · cited 1×
“The first of these is the CES-D, which measures depressive affect [14].”
Effects of Internet use and social resources on changes in depression
Bessière, K., Kiesler, S., Kraut, R., & Boneva, B. S. (2008) · Information, Communication & Society · doi:10.1080/13691180701858851 · Cited by 316
Self-citationRelating self-discrepancy to self-esteem: The contribution of discrepancy beyond actual-self ratings
Moretti, M. M., & Tory Higgins, E. (1990) · Journal of Experimental Social Psychology · doi:10.1016/0022-1031(90)90071-s · Cited by 208
Cited by
Buckels, E. E., Trapnell, P. D., & Paulhus, D. L. (2014) · Personality and Individual Differences · doi:10.1016/j.paid.2014.01.016 · Cited by 919
Body and mind: a study of avatar personalization in three virtual worlds
Ducheneaut, N., Wen, M.-H., Yee, N., & Wadley, G. (2009) · Proceedings of the SIGCHI Conference on Human Factors in Computing Systems · doi:10.1145/1518701.1518877 · Cited by 461
Yau, J. C., & Reich, S. M. (2019) · Journal of Research on Adolescence · doi:10.1111/jora.12376 · Cited by 299
Beyond Screen Time: Identity Development in the Digital Age
Granic, I., Morita, H., & Scholten, H. (2020) · Psychological Inquiry · doi:10.1080/1047840x.2020.1820214 · Cited by 237
Antecedents and consequences of game addiction
Toker, S., & Baturay, M. H. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2015.10.002 · Cited by 152
Metadata
- Authors
- Bessière, K., Seay, A. F., & Kiesler, S.
- Venue
- CyberPsychology & Behavior
- Publisher
- SAGE Publications
- Published
- 2007-08
- Volume
- 10
- Issue
- 4
- Pages
- 530-535
- ISSN
- 1094-9313 (ISSN-L)
- 1557-8364
- OpenAlex
- W2062975533
- Cited by
- 620
- References
- 4
- FWCI
- 56.45
- Type
- journal article
- Language
- en
- Open access
- closed
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