Defining the virtual self: Personality, behavior, and the psychology of embodiment

  • Authors:
  • Michael P. McCreery;S. Kathleen Krach;P. G. Schrader;Randy Boone

  • Affiliations:
  • Department of Educational Leadership, Dickinson Hall 419, University of Arkansas at Little Rock, 2801 South University Avenue, Little Rock, AR 72204, United States;Department of Counseling and Psychology, Troy University, Montgomery, 136 Catoma Street, Montgomery, AL 36104, United States;Department of Teaching & Learning, University of Nevada, Las Vegas, 4505 South Maryland Parkway, Box #453005, Las Vegas, NV 89154-3005, United States;Department of Teaching & Learning, University of Nevada, Las Vegas, 4505 South Maryland Parkway, Box #453005, Las Vegas, NV 89154-3005, United States

  • Venue:
  • Computers in Human Behavior
  • Year:
  • 2012

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Abstract

Although researchers have discussed the existence of a virtual self, or embodiment of human characteristics within an avatar, little known about how the virtual self influences a player's behavior within a virtual environment. To better understand this relationship, World of Warcraft game players were asked to complete personality-rating scales for both themselves and their avatars. In addition, in-world behavior was recorded and then analyzed using a behavioral assessment checklist. Results suggested a relationship between personality and behavior within the domain of agreeableness. Based on these findings, the researchers discuss implications for the construct known as the virtual self, as well as the inclusion of psychological systems design into the overall game design process.