Skin as a medium: video game players' embodied perception and virtual identity construction: Take the VALORANT as an example

With the advancement of technology and the diversification of players' demands, game skins have become an important part of video games. Based on the current video game practice and the theory of embodied cognition, the article takes the player's body perception as the base and the interaction between human and technology in online games as the starting point of the study, and takes VALORANT as an example to explore the aesthetic symbolic value of the embodied propagation of the skin of the video game, the multisensory immersive experience of the embodied experience, the metaphor of identity symbols, and the construction of the social circle layer. The study finds that the mechanism of user embodied experience communication is correlated with the purchase of skin by game users, and that the communication process fosters the migration of the "reality-body-skin" relationship in the virtual world. Keywords: video games; embodied practices; bodily perspectives; identity construction; VALORANT DOI: 10.7176/NMMC/106-11 Data of Publication: November 30th 2024

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Publication Details

Journal
New Media and Mass Communication
Published
2024-11-01
DOI
https://doi.org/10.7176/nmmc/106-11
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

Skin as a medium: video game players' embodied perception and virtual identity construction: Take the VALORANT as an example

New Media and Mass Communication
Digital Games and Media
article

Skin as a medium: video game players' embodied perception and virtual identity construction: Take the VALORANT as an example

article en

Abstract

With the advancement of technology and the diversification of players' demands, game skins have become an important part of video games. Based on the current video game practice and the theory of embodied cognition, the article takes the player's body perception as the base and the interaction between human and technology in online games as the starting point of the study, and takes VALORANT as an example to explore the aesthetic symbolic value of the embodied propagation of the skin of the video game, the multisensory immersive experience of the embodied experience, the metaphor of identity symbols, and the construction of the social circle layer. The study finds that the mechanism of user embodied experience communication is correlated with the purchase of skin by game users, and that the communication process fosters the migration of the "reality-body-skin" relationship in the virtual world. Keywords: video games; embodied practices; bodily perspectives; identity construction; VALORANT DOI: 10.7176/NMMC/106-11 Data of Publication: November 30th 2024

New Media and Mass Communication
Anhui University (CN)
Reduced inequalities
Openalex Percentile: Top 59%
Digital Games and Media
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Skin as a medium: video game players' embodied perception and virtual identity construction: Take the VALORANT as an example · New Media and Mass Communication (2024) | TGRS Research Map | TGRS