Avatars as transitional objects: The impact of avatars and digital objects on adolescent gamers
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.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
Prior research shows that introducing physical materials grants children extra developmental benefits in the creative process.
“As shown by prior research, introducing physical materials grants children extra developmental benefits in creative process [49, 93].”
From "When He Feels Cold, He Goes to the Seahorse"—Blending Generative AI into Multimaterial Storymaking for Family Expressive Arts Therapy (2024) · cites this paper as [49]
Cited by
Sorted by citations
Liu, D., Zhou, H., & An, P. (2024) · Proceedings of the CHI Conference on Human Factors in Computing Systems · doi:10.1145/3613904.3642852 · Cited by 38 · see citing works
- 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
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review