Abstract
This article introduces an explication of video game players' identification with a game character or role that is based on social-psychological models of self-perception. Contrasting with conventional ("dyadic" ) notions of media user-character relationships (e.g., parasocial interaction or affective disposition theory), ("monadic" ) video game identification is defined as a temporal shift of players' self-perception through adoption of valued properties of the game character. Implications for media enjoyment, the measurement of identification, and media effects are discussed. © 2009 International Communication Association.
| Original language | English |
|---|---|
| Pages (from-to) | 351-373 |
| Number of pages | 23 |
| Journal | Communication Theory |
| Volume | 19 |
| Issue number | 4 |
| DOIs | |
| Publication status | Published - 2009 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
-
SDG 10 Reduced Inequalities
Fingerprint
Dive into the research topics of 'The video game experience as 'true' identification: A theory of enjoyable alterations of players' self-perception'. Together they form a unique fingerprint.Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver