scholarly journals Extending the self: Player-avatar relations and presence among U.S. and Chinese gamers

2019 ◽  
Vol 12 (3) ◽  
Author(s):  
Zhenyang Luo ◽  
David Westerman ◽  
Jaime Banks

This study investigated how player-avatar interaction (PAX) and player-avatar relationship (PAR) are associated with spatial presence, social presence, and self-presence in video games, and additionally how the associations differ between Chinese and American players. American and Chinese players were recruited to answer a survey king about these variables. The survey was translated from English to Chinese for the different samples. Regression models and ANOVA analysis were used to analyze data, and the results revealed several significant associations between dimensions of PAX and the three types of presence. Additionally, results indicated that player-avatar relationships characterized by identity play and extension are generally associated with higher level of presence than the other two relationship types. Cultural differences were also found, with American and Chinese players differing in how PAR associated with social presence. Thus, the present study adds more understanding to presence in video game, avatar-moderated gameplay, and cross-cultural differences in video gaming, and suggests avenues for future research. 

Author(s):  
Selcen Kılıçaslan Gökoğlu ◽  
Engin Bağış Öztürk

In the last two decades, workplace deviance becomes one of the most important topics to understand negative behaviors at work. However, many of the studies that examine deviance take a universal perspective and undermine cross-cultural differences. To address this gap, this chapter focuses on cross-cultural differences and its relationship with deviant workplace behaviors. The authors claim that cross-cultural differences can play an important role as an antecedent and/or moderator variable in influencing deviant behaviors. In order to discuss these effects, they first summarize recent developments in individualism-collectivism, tightness-looseness, and honor cultures. Based on their interpretations, target-oriented deviance might be highly contextualized in collectivist cultures, form of deviance and contents of deviance could be different from honor to dignity cultures. In addition, deviant behaviors as responses to specific events might differ whether a person belongs in a tight culture or not. The implications of our arguments and future research directions are discussed.


Author(s):  
Devin J. Mills ◽  
Jessica Mettler ◽  
Michael J. Sornberger ◽  
Nancy L. Heath

Problematic video game use (PVGU) is an inability to meet personal and social responsibilities due to video gaming. It is estimated to affect 5 to 6% of adolescents. Research demonstrates greater video game engagement is associated with a poorer perception of self in several domains; however, the relation between PVGU and self-perception has not yet be examined. The present study explored this association using a sample of 758 Grade 7 adolescents (55.1% Female; Mage= 12.34 years; SD = 0.49 years). Results revealed greater PVGU to be associated with a poorer perception of self within the behavioural conduct and close friendship domains. Similar differences emerged when examining reports of self-perception across the PVGU classifications (i.e., None, Minimal, At-Risk, Problematic). Unexpectedly, two interactions between gender and PVGU classifications were observed for the behavioural conduct and self-worth domains of self-perception. The discussion addresses the implications of these findings and points to areas of future research.


2019 ◽  
Vol 42 (4) ◽  
pp. 483-501
Author(s):  
Gina Lai ◽  
Ka Yi Fung

This exploratory study adopts a dynamic approach to the understanding of video-gaming and social relationships. It examines the development of friendship ties initiated by video-gaming over a 10-year period of time. Based on qualitative data from 22 Nintendo DS players in Hong Kong, we find that the game play platform functions as a social media platform enabling individuals to make new friends. Four stages of friendship tie development are identified, from total strangers, online acquaintances, online friends, to offline friends. While the digital technology overcomes the structural constraints for relationship building and fosters perceived trust and intimacy among people, face-to-face interactions are important for authenticating these perceptions and sustaining the relationships. Our study also underscores the interconnection of the game world, virtual world, and physical world. Directions for future research are suggested.


2020 ◽  
pp. 204138662096052
Author(s):  
Tina Urbach ◽  
Deanne N. Den Hartog ◽  
Doris Fay ◽  
Sharon K. Parker ◽  
Karoline Strauss

The objective of this conceptual article is to illustrate how differences in societal culture may affect employees’ proactive work behaviors (PWBs) and to develop a research agenda to guide future research on cross-cultural differences in PWBs. We propose that the societal cultural dimensions of power distance, individualism–collectivism, future orientation, and uncertainty avoidance shape individuals’ implicit followership theories (IFTs). We discuss how these cross-cultural differences in individuals’ IFTs relate to differences in the mean-level of PWB individuals show ( whether), in the motivational states driving individuals’ PWBs ( why), in the way individuals’ enact PWBs ( how), and in the evaluation of PWBs by others ( at what cost). We recommend how future research can extend this theorizing and unpack the proposed cross-cultural differences in PWBs, for example, by exploring how culture and other contextual variables interact to affect PWBs.


2011 ◽  
Vol 20 (4) ◽  
pp. 309-324 ◽  
Author(s):  
Rory McGloin ◽  
Marina Krcmar

The introduction and popularity of the Nintendo Wii home console has brought attention to the natural mapping motion capturing controller. Using a sample that identified sports as their most frequently played video games, a mental models approach was used to test the impact that perceived controller naturalness (traditional controller vs. natural mapping motion capturing controller) had on perceptions of spatial presence, realism, and enjoyment. The results showed that perceived video game realism is a predictor of spatial presence and enjoyment. Furthermore, the results supported predictions that controller naturalness would influence perceived video game realism of graphics and sound. Future research should investigate whether or not these controllers lead to greater presence and enjoyment in different genres of games (e.g., first-person shooters). In addition, future research should consider whether or not these controllers have the ability to prime violent mental models.


2013 ◽  
Vol 33 (2) ◽  
pp. 141-164 ◽  
Author(s):  
Christine Nolder ◽  
Tracey J. Riley

SUMMARY: Motivated by the growing cultural diversity of new hires in audit firms, this paper reviews the literature on cross-cultural differences in auditors' judgment and decision making (JDM). The overarching aim of the review is to summarize the current state of knowledge and compare our understanding of cross-cultural auditors' JDM with the broader cross-cultural JDM research in psychology to stimulate applied research. We develop a framework that categorizes those auditor judgments and decisions most likely affected by cross-cultural differences. The categories include auditors' confidence, risk and probability judgments, risk decisions, conflict decisions, and ethical judgments. We contribute to the cross-cultural audit research in four ways. First, we provide a framework by which future research can be synthesized within auditing and compared with psychology. Second, we recommend specific research questions to respond to both the gaps in extant literature and the changing multicultural environment of audit firms. Third, we advocate for an alternative theoretical approach beyond the examination of cultural traits. Finally, we argue that bicultural auditors represent an unexplored boundary condition on prior findings that warrants more immediate attention from audit researchers.


Author(s):  
Devin J. Mills ◽  
Jessica Mettler ◽  
Michael J. Sornberger ◽  
Nancy L. Heath

Problematic video game use (PVGU) is an inability to meet personal and social responsibilities due to video gaming. It is estimated to affect 5 to 6% of adolescents. Research demonstrates greater video game engagement is associated with a poorer perception of self in several domains; however, the relation between PVGU and self-perception has not yet been examined. The present study explored this association using a sample of 758 Grade 7 adolescents (55.1% Female; Mage = 12.34 years; SD = 0.49 years). Results revealed greater PVGU to be associated with a poorer perception of self within the behavioural conduct and close friendship domains. Similar differences emerged when examining reports of self-perception across the PVGU classifications (i.e., None, Minimal, At-Risk, Problematic). Unexpectedly, two interactions between gender and PVGU classifications were observed for the behavioural conduct and self-worth domains of self-perception. The discussion addresses the implications of these findings and points to areas of future research.


2019 ◽  
Vol 6 (1) ◽  
pp. 45 ◽  
Author(s):  
Devin J. Mills ◽  
Wen Li ◽  
Loredana Marchica

<em>No research has examined whether the effect of high negative affect and poor life satisfaction on Internet Gaming Disorder (IGD) is explained by gaming to cope or is dependent upon users’ passion for video gaming. An online sample of adults (N = 969 adults; 60.5% male) reported their passion for video games, positive and negative affect, life satisfaction, and IGD severity. A latent profile analysis on the passion subscales yielded four subgroups: (1) minimally passionate; (2) moderately passionate; (3) harmoniously passionate (HP); and (4) Obsessively Passionate (OP) video game users. Although negative affect was directly and indirectly associated with greater IGD through gaming to cope in the overall sample, a follow-up moderated-mediation model revealed that gaming to cope did not mediate the association between negative affect and IGD for OP users, but did for HP users. The implications for future research on the mechanisms of IGD are discussed.</em>


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