Individual and collective player identity – on establishing player identity in the real and virtual world (research report)

<ns3:p>The article concerns issues related to the concept of identity in the sense of individual identity, but also in the context of collectivism, i.e. collective identity, which is formed and united within the cultural and social space. An attempt was also made to examine and present the issue of identity strictly in relation to the hobby of playing computer games, both in the real and virtual world. The aim of the article is to present the issue of individual and group identity of adult Poles playing computer games, in relation to, among others, to the way we use new media. It is an attempt to answer questions about how gamers perceive themselves and others with whom they share a passion for gaming. The article was supplemented with a report from the author’s own research and the respondents’ statements, which were taken from open questions in the survey questionnaire.</ns3:p>

Authors

Institutions

Publication Details

Journal
Język Religia Tożsamość
Published
2025-05-29
DOI
https://doi.org/10.5604/01.3001.0055.1465
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Individual and collective player identity – on establishing player identity in the real and virtual world (research report)

Joanna Betlejewska
Język Religia Tożsamość
Digital Games and Media
article

Individual and collective player identity – on establishing player identity in the real and virtual world (research report)

Joanna Betlejewska
article en

Abstract

<ns3:p>The article concerns issues related to the concept of identity in the sense of individual identity, but also in the context of collectivism, i.e. collective identity, which is formed and united within the cultural and social space. An attempt was also made to examine and present the issue of identity strictly in relation to the hobby of playing computer games, both in the real and virtual world. The aim of the article is to present the issue of individual and group identity of adult Poles playing computer games, in relation to, among others, to the way we use new media. It is an attempt to answer questions about how gamers perceive themselves and others with whom they share a passion for gaming. The article was supplemented with a report from the author’s own research and the respondents’ statements, which were taken from open questions in the survey questionnaire.</ns3:p>

Język Religia TożsamośćVol. 1(31)
The Jacob of Paradies University (PL)
Openalex Percentile: Top 83%
Digital Games and Media
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Individual and collective player identity – on establishing player identity in the real and virtual world (research report) — Joanna Betlejewska · Język Religia Tożsamość (2025) | TGRS Research Map | TGRS