Identification With Video Game Characters as Automatic Shift of Self-Perceptions
By Christoph Klimmt, Dorothée Hefner, Peter Vorderer, Christian Roth, Christopher Blake. 2010
192 citations recorded by the source corpus.
Subfields: Literature and Literary Theory, Social Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/ed5ee41a523f38fb6c34d15fa1cf1b81634ec9ad
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In Literature and Literary Theory
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Citations in the corpus
- Avatar characteristics induce users’ behavioral conformity with small-to-medium effect sizes: a meta-analysis of the proteus effect (2019, background): “They assert that using an avatar causes an association between the user ’ s perception of self and the avatar ’ s characteristics (Chandler, Konrath, & Schwarz, 2009; Klimmt et al., 2010).”
- Sexualized Avatars Lead to Women’s Self-Objectification and Acceptance of Rape Myths (2015, background): “Identification determines the degree to which the user feels similar to and relates to the avatar, whereas wishful identification determines how much the user desires to be like the avatar (Konijn et al., 2007).”