Who Am I Inside the Screen? Construction of Virtual Identity in Multiplayer Online Videogames and Its Psychological Functions

Virtual environments like online videogames offer increasingly more people the opportunity to socialize purely within the digital plane. These interactions, often done through customizable avatars, have brought about the concept of the "virtual-self," understood as the multiple identities that can be expressed in virtual environments. This can take many forms and fulfill different psychological roles, from portraying the individual's ideal-self to allowing them to explore what it feels like to be someone completely different. In this study, we used a constructivist perspective to put forward a typology of the different ways in which players construe their virtual identities in online videogames. We administered the repertory grid technique to 202 online videogame players to measure their perceived discrepancies between their actual-self (how they see themselves), ideal-self (how they wish to be), and virtual-self (how they see their main character in a game of their choice). After conducting a cluster analysis, we found three main patterns of virtual-self construal. The projection-type, where players with a high actual-ideal discrepancy created a virtual character resembling their ideal-self; the exploration-type, where players with a lower actual-ideal discrepancy tended to create a character that was different from both their actual and ideal selves; and the proximal-type, where players created characters that were similar to their actual-self. This typology can be a useful resource for any videogame research that wishes to include an identity perspective, as well as in the diagnosis and treatment of internet gaming disorder.

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Publication Details

Journal
Cyberpsychology Behavior and Social Networking
Published
2024-11-06
DOI
https://doi.org/10.1089/cyber.2024.0231
Citations
4
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
4.53
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article

Who Am I Inside the Screen? Construction of Virtual Identity in Multiplayer Online Videogames and Its Psychological Functions

Adrià Gabarnet, Guillem Feixas
4 citations
Cyberpsychology Behavior and Social Networking
Digital Games and Media
4.53
article

Who Am I Inside the Screen? Construction of Virtual Identity in Multiplayer Online Videogames and Its Psychological Functions

Adrià Gabarnet, Guillem Feixas
article en
4 citations

Abstract

Virtual environments like online videogames offer increasingly more people the opportunity to socialize purely within the digital plane. These interactions, often done through customizable avatars, have brought about the concept of the "virtual-self," understood as the multiple identities that can be expressed in virtual environments. This can take many forms and fulfill different psychological roles, from portraying the individual's ideal-self to allowing them to explore what it feels like to be someone completely different. In this study, we used a constructivist perspective to put forward a typology of the different ways in which players construe their virtual identities in online videogames. We administered the repertory grid technique to 202 online videogame players to measure their perceived discrepancies between their actual-self (how they see themselves), ideal-self (how they wish to be), and virtual-self (how they see their main character in a game of their choice). After conducting a cluster analysis, we found three main patterns of virtual-self construal. The projection-type, where players with a high actual-ideal discrepancy created a virtual character resembling their ideal-self; the exploration-type, where players with a lower actual-ideal discrepancy tended to create a character that was different from both their actual and ideal selves; and the proximal-type, where players created characters that were similar to their actual-self. This typology can be a useful resource for any videogame research that wishes to include an identity perspective, as well as in the diagnosis and treatment of internet gaming disorder.

Cyberpsychology Behavior and Social NetworkingVol. 28(1)
Universitat Oberta de Catalunya (ES), Universitat de Barcelona (ES)
Openalex Percentile: Top 5%
Digital Games and Media
4.53
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Who Am I Inside the Screen? Construction of Virtual Identity in Multiplayer Online Videogames and Its Psychological Functions — Adrià Gabarnet, Guillem Feixas · Cyberpsychology Behavior and Social Networking (2024) | TGRS Research Map | TGRS