skip to main content
10.1145/1823818.1823832acmotherconferencesArticle/Chapter ViewAbstractPublication PagesfngConference Proceedingsconference-collections
research-article

Player identification in online games: validation of a scale for measuring identification in MMORPGs

Published:15 September 2010Publication History

ABSTRACT

In this paper, we present a Player Identification (PI) scale for measuring identification in MMORPGs. Three main dimensions were derived from the literature (1) Avatar (character) Identification, (2) Group (guild) Identification and (3) Game (community) Identification whereby Avatar Identification is a second-order factor consisting of (1a) Perceived Similarity, (1b) Wishful Identification and (1c) Embodied Presence. Based on the results of a cross-sectional survey of 544 World of Warcraft players the measurement instrument's proposed factorial structure was confirmed. Subsequently, the constructs were successfully tested both for convergent and discriminant validity. Finally, evidence for nomological validity was gathered by testing ten theoretically rooted hypotheses regarding the effects of Player Identification. The results showed that Avatar Identification positively predicts Empathy, Proteus effect and the motivations role-play, customization and escapism. Group Identification predicts socializing and relationship, and Game Identification predicts advancement, mechanics and escapism.

References

  1. Cole, H. and M. Griffiths, Social interactions in massively multiplayer online role-playing gamers. CyberPsychology & Behavior, 2007. 10(4): p. 575--583.Google ScholarGoogle Scholar
  2. Cohen, J., Defining identification: A theoretical look at the identification of audiences with media characters. Mass Communication & Society, 2001. 4(3): p. 245--264.Google ScholarGoogle Scholar
  3. Schneider, E., Death with a Story. Human Communication Research, 2004. 30: p. 361--375.Google ScholarGoogle Scholar
  4. Nathanson, A., Rethinking empathy. Communication and emotion, 2003: p. 107--130.Google ScholarGoogle Scholar
  5. Feilitzen, C. and O. Linné, Identifying with television characters. Journal of Communication, 1975. 25(4): p. 51--55.Google ScholarGoogle Scholar
  6. Konijn, E., M. Bijvank, and B. Bushman, I wish I were a warrior: The role of wishful identification in the effects of violent video games on aggression in adolescent boys. Developmental Psychology, 2007. 43(4): p. 1038.Google ScholarGoogle Scholar
  7. Hefner, D., C. Klimmt, and P. Vorderer, Identification with the player character as determinant of video game enjoyment. Lecture Notes in Computer Science, 2007. 4740: p. 39. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. Higgins, E., Self-discrepancy: A theory relating self and affect. Psychological review, 1987. 94(3): p. 319--340.Google ScholarGoogle Scholar
  9. Konijn, E. and J. Hoorn, Some like it bad: Testing a model for perceiving and experiencing fictional characters. Media Psychology, 2005. 7(2): p. 107--144.Google ScholarGoogle Scholar
  10. Ducheneaut, N., et al. Body and mind: a study of avatar personalization in three virtual worlds. 2009: ACM.Google ScholarGoogle Scholar
  11. Van Looy, J., Games and Self-Imagining, a Comparative Media Perspective. Eludamos. Journal for Computer Game Culture, 2009. 3(1).Google ScholarGoogle Scholar
  12. Van Looy, J., Understanding Computer Game Culture: the Cultural Shaping of a New Medium. 2010, Saarbrücken, Germany: LAP Lambert. 280.Google ScholarGoogle Scholar
  13. Vorderer, P., Interactive entertainment and beyond. Media entertainment: The psychology of its appeal, 2000: p. 21--36.Google ScholarGoogle Scholar
  14. Van Looy, J., Uneasy lies the head that wears a crown: interactivity and signification in Head Over Heels. Game Studies: the international journal of computer game research, 2003. 3(2).Google ScholarGoogle Scholar
  15. Klimmt, C. Dimensions and determinants of the enjoyment of playing digital games: A three-level model. 2003.Google ScholarGoogle Scholar
  16. Minsky, M., Telepresence. Omni, 1980. 2(9): p. 45--52.Google ScholarGoogle Scholar
  17. Sheridan, T. Musings on telepresence and virtual presence. 1992: Meckler Corporation.Google ScholarGoogle Scholar
  18. Lee, K., Presence, explicated. Communication Theory, 2004. 14(1): p. 27--50.Google ScholarGoogle Scholar
  19. Yee, N. and J. Bailenson, The Proteus effect: the effect of transformed self-representation on behavior. Human Communication Research, 2007. 33(3): p. 271.Google ScholarGoogle ScholarCross RefCross Ref
  20. Yee, N., J. Bailenson, and N. Ducheneaut, The Proteus Effect: Implications of transformed digital self-representation on online and offline behavior. Communication Research, 2009. 36(2): p. 285.Google ScholarGoogle ScholarCross RefCross Ref
  21. Biocca, F., The cyborg's dilemma: Embodiment in virtual environments. Journal of CMC, 1997. 3(2): p. 12--26.Google ScholarGoogle Scholar
  22. Mead, G., Mind, self and society. Chicago, Il, 1934.Google ScholarGoogle Scholar
  23. Jansz, J., The emotional appeal of violent video games for adolescent males. Communication Theory, 2005. 15(3): p. 219.Google ScholarGoogle Scholar
  24. Ducheneaut, N., et al. The life and death of online gaming communities: a look at guilds in world of warcraft. 2007: ACM.Google ScholarGoogle Scholar
  25. Williams, D., et al., From tree house to barracks: The social life of guilds in World of Warcraft. Games and Culture, 2006. 1(4): p. 338.Google ScholarGoogle ScholarCross RefCross Ref
  26. Nardi, B. and J. Harris. Strangers and friends: Collaborative play in World of Warcraft. 2006: ACM.Google ScholarGoogle Scholar
  27. Bartle, R., Who Plays MUAs. Comms Plus, 1990: p. 18--19.Google ScholarGoogle Scholar
  28. Bartle, R., Hearts, clubs, diamonds, spades: Players who suit MUDs. 1996.Google ScholarGoogle Scholar
  29. Yee, N., The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. PRESENCE: Teleoperators and Virtual Environments, 2006. 15(3): p. 309--329. Google ScholarGoogle ScholarDigital LibraryDigital Library
  30. Yee, N., Motivations for play in online games. CyberPsychology & Behavior, 2006. 9(6): p. 772--775.Google ScholarGoogle Scholar
  31. Yee, N., The psychology of massively multi-user online role-playing games: Motivations, emotional investment, relationships and problematic usage. Avatars at work and play: Collaboration and interaction in shared virtual environments, 2006: p. 187--208.Google ScholarGoogle Scholar
  32. Snyder, M., E. Tanke, and E. Berscheid, Social perception and interpersonal behavior: On the self-fulfilling nature of social stereotypes. Journal of Personality and Social Psychology, 1977. 35(9): p. 256--272.Google ScholarGoogle Scholar
  33. Peña, J., J. Hancock, and N. Merola, The Priming Effects of Avatars in Virtual Settings. Communication Research, 2009.Google ScholarGoogle Scholar
  34. Hoffner, C. and M. Buchanan, Young adults' wishful identification with television characters: The role of perceived similarity and character attributes. Media Psychology, 2005. 7(4): p. 325--351.Google ScholarGoogle Scholar
  35. Livingstone, S., Making sense of television: The psychology of audience interpretation. 1998: Routledge.Google ScholarGoogle Scholar
  36. Carmines, E. G. and R. A. Zeller, Reliability and Validity Assessment. 1979, London: Sage.Google ScholarGoogle Scholar
  37. Peter, P., Construct Validity: A Review of Basic Issues and Marketing Practices. Journal of Marketing Research, 1981. 18(2): p. 133--145.Google ScholarGoogle Scholar
  38. DeVellis, Scale Development. 2003, London: Sage.Google ScholarGoogle Scholar
  39. Yee, N., Motivations of Play in Online Games. Cyberpsychology and Behavior, 2007. 9: p. 772--775.Google ScholarGoogle Scholar
  40. Davis, M., A multidimensional approach to individual differences in empathy. JSAS Catalog of Selected Documents in Psychology, 1980. 10(4): p. 85.Google ScholarGoogle Scholar
  41. Hair, J. F., et al., Multivariate Data Analysis. 2006, New Jersey: Pearson Prentice Hall.Google ScholarGoogle Scholar
  42. Fornell, C. and D. F. Larcker, Evaluating Structural Equation Models with Unobservable Variables and Measurement Error. Journal of Marketing Research, 1981. 17(39--50).Google ScholarGoogle Scholar

Index Terms

  1. Player identification in online games: validation of a scale for measuring identification in MMORPGs

        Recommendations

        Comments

        Login options

        Check if you have access through your login credentials or your institution to get full access on this article.

        Sign in
        • Published in

          cover image ACM Other conferences
          Fun and Games '10: Proceedings of the 3rd International Conference on Fun and Games
          September 2010
          170 pages
          ISBN:9781605589077
          DOI:10.1145/1823818

          Copyright © 2010 ACM

          Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

          Publisher

          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 15 September 2010

          Permissions

          Request permissions about this article.

          Request Permissions

          Check for updates

          Qualifiers

          • research-article

        PDF Format

        View or Download as a PDF file.

        PDF

        eReader

        View online with eReader.

        eReader