Gender Moderates the Relationship Between Avatar Customization and Enjoyment in Popular Video Games
| dc.contributor.author | Devlin, M. Marie | |
| dc.contributor.author | Ellithorpe, Morgan E. | |
| dc.contributor.author | Oittinen, Erin | |
| dc.date.accessioned | 2024-05-02T18:48:06Z | |
| dc.date.available | 2024-05-02T18:48:06Z | |
| dc.date.issued | 2024-03-08 | |
| dc.description | This is the accepted version of the following article: Devlin, M. Marie, Morgan E. Ellithorpe, and Erin Oittinen. “Gender Moderates the Relationship Between Avatar Customization and Enjoyment in Popular Video Games.” Cyberpsychology, Behavior, and Social Networking 27, no. 3 (March 1, 2024): 227–31. https://doi.org/10.1089/cyber.2023.0289., which has now been formally published in final form at Cyberpsychology, Behavior, and Social Networking at https://doi.org/10.1089/cyber.2023.0289. This original submission version of the article may be used for non-commercial purposes in accordance with the Mary Ann Liebert, Inc., publishers’ self-archiving terms and conditions. © 2024, Mary Ann Liebert, Inc., publishers | |
| dc.description.abstract | Using online survey methods (n = 153), this study investigates whether exposure to different levels of customization in games will increase the experiences of enjoyment, both directly and indirectly, through the experience of avatar embodiment, as well as whether these relationships are influenced by gender identity. Results indicate a positive relationship between level of exposure to customization and enjoyment for women-identified participants. These outcomes may provide insight into gendered preference in gaming, potentially providing an avenue by which to make games more inclusive to women gamers. | |
| dc.description.sponsorship | There is no funding associated with the work featured in this article. | |
| dc.identifier.citation | Devlin, M. Marie, Morgan E. Ellithorpe, and Erin Oittinen. “Gender Moderates the Relationship Between Avatar Customization and Enjoyment in Popular Video Games.” Cyberpsychology, Behavior, and Social Networking 27, no. 3 (March 1, 2024): 227–31. https://doi.org/10.1089/cyber.2023.0289. | |
| dc.identifier.issn | 2152-2723 | |
| dc.identifier.uri | https://udspace.udel.edu/handle/19716/34336 | |
| dc.language.iso | en_US | |
| dc.publisher | Cyberpsychology, Behavior, and Social Networking | |
| dc.subject | avatars | |
| dc.subject | gaming | |
| dc.subject | enjoyment | |
| dc.subject | customization | |
| dc.subject | gender | |
| dc.title | Gender Moderates the Relationship Between Avatar Customization and Enjoyment in Popular Video Games | |
| dc.type | Article |
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