TY - JOUR
T1 - "I'm attached, and I'm a good guy/gal!"
T2 - How character attachment influences pro-and anti-social motivations to play massively multiplayer online role-playing games
AU - Bowman, Nicholas David
AU - Schultheiss, Daniel
AU - Schumann, Christina
PY - 2012/3/1
Y1 - 2012/3/1
N2 - One's feelings of intimacy and connectedness with distal, fictional media characters are referred to as parasocial interactions. Video games have challenged this concept, as the distance between game players and characters is greatly reduced, if not completely removed, in virtual environments. Games encourage the internalization and psychological merging of a player's and a character's mind, a multidimensional concept known as character attachment (CA). Data from our study suggest that dimensions of CA are useful in understanding both pro-and anti-social gaming motivations. Pro-social gamers feel a greater sense of control over their characters, while anti-social gamers are more likely to suspend their disbelief of the game environment and not take responsibility for their virtual actions. Pro-social gaming was more prevalent in older gamers, and younger male game characters were motivated by anti-social reasons.
AB - One's feelings of intimacy and connectedness with distal, fictional media characters are referred to as parasocial interactions. Video games have challenged this concept, as the distance between game players and characters is greatly reduced, if not completely removed, in virtual environments. Games encourage the internalization and psychological merging of a player's and a character's mind, a multidimensional concept known as character attachment (CA). Data from our study suggest that dimensions of CA are useful in understanding both pro-and anti-social gaming motivations. Pro-social gamers feel a greater sense of control over their characters, while anti-social gamers are more likely to suspend their disbelief of the game environment and not take responsibility for their virtual actions. Pro-social gaming was more prevalent in older gamers, and younger male game characters were motivated by anti-social reasons.
UR - http://www.scopus.com/inward/record.url?scp=84858414340&partnerID=8YFLogxK
U2 - 10.1089/cyber.2011.0311
DO - 10.1089/cyber.2011.0311
M3 - Article
C2 - 22339552
AN - SCOPUS:84858414340
SN - 2152-2715
VL - 15
SP - 169
EP - 174
JO - Cyberpsychology, Behavior, and Social Networking
JF - Cyberpsychology, Behavior, and Social Networking
IS - 3
ER -