Identification with Game Characters: Theoretical Explanations, Predictors, and Psychological Outcomes
Öz
Anahtar Kelimeler
Kaynakça
- Bachen CM, Hernández-Ramos P, Raphael C, Waldron A (2016) How do presence, flow, and character identification affect players’ empathy and interest in learning from a serious computer game? Comput Human Behav, 64:77-87.
- Bandura A (1986) The social learning perspective: Mechanisms of aggression. In Psychology of Crime and Criminal Justice. (Ed H Toch):198-236.Prospect Heights, IL, Waveland Press.
- Barlett C, Branch O, Rodeheffer C, Harris R (2009) How long do the short‐term violent video game effects last? Aggress Behav, 35:225-236.
- Barr M, Copeland-Stewart A (2022) Playing video games during the COVID-19 pandemic and effects on players’ well-being. Games Cult, 17:122-139.
- Bessière K, Seay AF, Kiesler S (2007) The ideal elf: Identity exploration in World of Warcraft. Cyberpsychol Behav, 10:530-535.
- Bowey JT, Depping AE, Mandryk RL (2017) Don't talk dirty to me: How sexist beliefs affect experience in sexist games. CHI Conference on Human Factors in Computing Systems, May 2017. Congress Proceedings pp.1530-1543.
- Brkljačić T, Sučić I, Tkalić RG, Wertag A, Lučić L (2019) Games we play: Wellbeing of players of live and digital games. In Multifaceted Approach to Digital Addiction and Its Treatment, 1st ed. (Ed. B Bozoğlan): 118-137. Hershey, PA, USA, IGI Global.
- Burleigh TL, Stavropoulos V, Liew LW, Adams BL, Griffiths MD (2018) Depression, internet gaming disorder, and the moderating effect of the gamer-avatar relationship: An exploratory longitudinal study. Int J Ment Health Addict, 16:102-124.
Ayrıntılar
Birincil Dil
İngilizce
Konular
Psikoloji
Bölüm
Derleme
Yazarlar
Özlem İskender
*
0000-0002-8144-6893
Türkiye
Yayımlanma Tarihi
30 Haziran 2023
Gönderilme Tarihi
17 Nisan 2022
Kabul Tarihi
16 Eylül 2022
Yayımlandığı Sayı
Yıl 2023 Cilt: 15 Sayı: 2
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