The Ideal Elf: Identity Exploration in World of Warcraft
By Katie Bessière, Ph. A. FLEMING SEAY, Ph.D SARA KIESLER. Cyberpsychology, Behavior, and Social Networking, 2007
603 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Literature and Literary Theory, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/9792b1db9538fa2d14ca37e5df20c94a474681a1
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- Dorothée Hefner
- Nicolas Ducheneaut
- Mark D. Griffiths
- Peter Vorderer
- Christoph Klimmt
- Shang Hwa Hsu
- Muh-Cherng Wu
- Ming-Hui Wen
In Literature and Literary Theory
- Peter Vorderer
- Christoph Klimmt
- Dorothée Hefner
- Mark D. Griffiths
- Kineta Hung
- Tilo Hartmann
- Anne Bartsch
- Leonard Reinecke
In Sociology and Political Science
- Xavier Carbonell
- Marta Beranuy
- Mark D. Griffiths
- Peter Vorderer
- Dorothée Hefner
- Christoph Klimmt
- Nicolas Ducheneaut
- Shang Hwa Hsu
Citations in the corpus
- The Video Game Experience as “True” Identification: A Theory of Enjoyable Alterations of Players' Self‐Perception (2009, methodology): “Bessière, Seay, and Kiesler (2007) have published the most direct empirical support for the proposed relationship between video game identification, reduction of self-discrepancy, and game enjoyment.”
- A Qualitative Analysis of Online Gaming Addicts in Treatment (2013, background): “…playing of Massively Multiplayer Online Role-Playing Games (MMORPG) has been claimed to be addictive because of its socialising, anonymous and reinforcing nature (Bessière et al. 2007; Cole and Griffiths 2007; Sánchez-Carbonell et al. 2008; Talarn and Carbonell 2009; Kuss and Griffiths 2012).”
- The effects of computer games on primary school students' achievement and motivation in geography learning (2009, methodology): “Through the use of an avatar, one's representation in the virtual environment (Damer, 1998), users are able to construct a sense of self, either natural or idealized, and share this self with others (Bers, 2001; Bessiere, Seay, & Kiesler, 2007).”
- Identification With Video Game Characters as Automatic Shift of Self-Perceptions (2010, background): “Bessiere et al. (2007) have conducted an inspiring pioneering study in this context: Players perceive their game avatars to be closer to their ideal self than their actual self, which the authors interpret as reduction in self-discrepancy.”
- Exploring user experiences as predictors of MMORPG addiction (2009, background): “They decided whether to reproduce some of their personal characteristics in their avatar or to create an idealized version of themselves (Bessiere, Seay, & Kiesler, 2007).”
- Body and mind: a study of avatar personalization in three virtual worlds (2009, methodology): “Recent work [2] shows that users realize some aspects of their " ideal selves " through their avatar, which may have positive implications for those with low self-esteem.”