How avatar self-discrepancy relates to narrative involvement through embodiment: a proposal

Date
2022
Journal Title
Journal ISSN
Volume Title
Publisher
University of Delaware
Abstract
This study proposes that avatar self-discrepancy is an important aspect of video game involvement that is as-yet unstudied. Self-discrepancy theory outlines differences between one’s actual self, ideal self, and ought self. Players can often customize an avatar in ways that will match one of those types of self, or that will be completely unlike themselves. In this study it was predicted that (a) players who customize their avatar to match their actual self will report higher levels of avatar embodiment and (b) embodiment is a meditating factor between self-discrepancy and transportation, identity, TEBOTS, and enjoyment. A four-condition between subject design was conducted with a total of 92 undergraduate students at the University of Delaware as participants. Participants were asked to customize a character in relation to the three different types of self-discrepancy (actual self, ideal self, ought self,) or a random non-human character, then play the game with the customized character, and report on their experience by answering several survey questions and scales. In the scales a manipulation check was used to determine if the avatar had matched the correct condition. It was found that players did not create avatars to match the type of condition, they were placed in. However, when the manipulation check was used as a mediator it was found that all self-discrepancy conditions were significantly related to involvement outcomes when the relationship was mediated by both the actual self-discrepancy manipulation check and avatar embodiment. Other results in the study are discussed at length. This study provides important information about the process of video game involvement, and how avatars can facilitate, or hinder involvement based on the strategy with which gamers create them (or based on the limitations enacted by the game developers).
Description
Keywords
Computer games, Game involvement, Narratives, Self-discrepancy
Citation