Cited by 11Digital Games and MediaImpact of Technology on AdolescentsEducational Games and Gamification

Avatars as transitional objects: The impact of avatars and digital objects on adolescent gamers

Koles, Bernadett, Nagy, Peter·2016·Journal of Gaming & Virtual Worlds

Abstract

With practically unlimited opportunities for having fun, the Internet and numerous applications rapidly became favourable means of popular media among members of the younger generation, who enthusiastically embraced the contributions of the new Digital Age. The purpose of the current article is to explore the nature of adolescent gamers’ use of avatars as transitional objects, via employing object-relations theory to understand the psychological use of objects within a digital material culture. Incorporating the psychoanalytic research interview method, the current study builds on in-depth interviews with two adolescent males. By equipping their avatars with special skills, attributes and possessions, users were able to establish their virtual presence, and in turn address and compensate for certain difficulties, shortcomings and anxieties deriving from their offline existence and family conflicts. The avatars were viewed as objects of perfection and collectors of meaningful artefacts, and served as a source of status, recognition and accomplishment; frequently reaching beyond offline realities. Throughout the manuscript, we discuss relevant implications for the field of game studies.

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Crossref · 10.1386/jgvw.8.3.279_1

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Authors
Koles, B., & Nagy, P.
Affiliations
  • University Institute of Lisbon
  • Arizona State University
Venue
Journal of Gaming & Virtual Worlds
Publisher
Intellect
Published
2016-09-01
Volume
8
Issue
3
Pages
279-296
ISSN
  • 1757-191X (ISSN-L)
  • 1757-1928
OpenAlex
W2570691469
Cited by
11
References
0
Citations by year
2026: 1 · 2025: 2 · 2024: 3 · 2023: 1 · 2022: 1 · 2021: 1 · 2020: 2
FWCI
0.00
Type
journal article
Language
en
Open access
closed
Locations
  • Journal of Gaming & Virtual Worlds (publishedVersion)
  • Repositório do ISCTE-IUL (submittedVersion)
Funders
Central European University
Topics
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
Keywords
avatars, transitional objects, object relations theory, virtual presence, online games, family conflict

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