Avatars and computer-mediated communication: a review of the definitions, uses, and effects of digital representations
Avatars are growing in popularity and present in many interfaces used for computer-
mediated communication (CMC) including social media, e-commerce, and education …
mediated communication (CMC) including social media, e-commerce, and education …
Gaming Disorder: A systematic review exploring the user-avatar relationship in videogames
K Szolin, D Kuss, F Nuyens, M Griffiths - Computers in Human Behavior, 2022 - Elsevier
Videogames can often be a source of pleasure and relaxation for many individuals, but they
can also lead to disordered and potentially addictive behaviour, which is referred to as …
can also lead to disordered and potentially addictive behaviour, which is referred to as …
Avatar characteristics induce users' behavioral conformity with small-to-medium effect sizes: a meta-analysis of the proteus effect
Over a decade of research on the Proteus effect in numerous contexts suggests that people
conform in behavior and attitudes to their avatars' characteristics. In order to provide clarity …
conform in behavior and attitudes to their avatars' characteristics. In order to provide clarity …
Horton and Wohl revisited: Exploring viewers' experience of parasocial interaction
T Hartmann, C Goldhoorn - Journal of communication, 2011 - academic.oup.com
Linking back to, the present approach conceptualizes and empirically examines viewers'
parasocial interaction experience with a TV performer. Causes and outcomes of parasocial …
parasocial interaction experience with a TV performer. Causes and outcomes of parasocial …
[HTML][HTML] “I am the character, the character is me”: A thematic analysis of the user-avatar relationship in videogames
K Szolin, DJ Kuss, FM Nuyens, MD Griffiths - Computers in Human …, 2023 - Elsevier
Far from merely being a tool to navigate a virtual world, individuals can often develop strong
and complex relationships with their videogame characters. The present study examined the …
and complex relationships with their videogame characters. The present study examined the …
Exploring the association between the Proteus effect and intention to play massive multiplayer online role-playing games (MMORPGs)
Purpose Massive multiplayer online role-playing games (MMORPGs) are representative
metaverse games that are thriving in academia and the industry. This study aims to develop …
metaverse games that are thriving in academia and the industry. This study aims to develop …
Depression, internet gaming disorder, and the moderating effect of the gamer-avatar relationship: An exploratory longitudinal study
TL Burleigh, V Stavropoulos, LWL Liew… - International Journal of …, 2018 - Springer
Research into Internet gaming disorder (IGD) literature largely uses cross-sectional designs
and seldom examines gaming context-related factors. Therefore, the present study …
and seldom examines gaming context-related factors. Therefore, the present study …
Impact of avatar identification on online gamer loyalty: Perspectives of social identity and social capital theories
CI Teng - International Journal of Information Management, 2017 - Elsevier
Online games have created significant opportunities for electronic commerce managers. The
degree to which online gamers regard their avatars—their gaming representations—as …
degree to which online gamers regard their avatars—their gaming representations—as …
Physiological and perceptual responses to athletic avatars while cycling in virtual reality
Avatars in virtual reality (VR) enable embodied experiences and induce the Proteus effect—
a shift in behavior and attitude to mimic one's digital representation. Previous work found …
a shift in behavior and attitude to mimic one's digital representation. Previous work found …
Leveling up on stereotype threat: The role of avatar customization and avatar embodiment
Digital games often benefit players, whether in learning, health, or simply entertainment, but
some game design elements (eg, avatars) potentially disadvantage certain social groups …
some game design elements (eg, avatars) potentially disadvantage certain social groups …