Player Identification in Online Games: Validation of a Scale for Measuring Identification in MMOGs

被引:169
|
作者
Van Looy, Jan [1 ]
Courtois, Cedric [1 ]
De Vocht, Melanie [1 ]
De Marez, Lieven [1 ]
机构
[1] Univ Ghent, Res Grp Media & ICT IBBT MICT, B-9000 Ghent, Belgium
关键词
VIOLENT VIDEO GAMES; WISHFUL IDENTIFICATION; SELF-REPRESENTATION; MOTIVATIONS; CHARACTERS; EXPERIENCES; AGGRESSION; RESPONSES; WORLD;
D O I
10.1080/15213269.2012.674917
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
摘要
This article proposes a scale for measuring player identification in massively multiplayer online games (MMOGs). Three dimensions have been derived from the literature, avatar identification, group identification, and game identification, whereby avatar identification is a second-order factor consisting of similarity identification, wishful identification, and embodied presence. Based on the results of a cross-sectional survey of 544 World of Warcraft players, the measurement instrument's proposed factorial structure was confirmed and the constructs were successfully tested for convergent validity. Subsequently, support for nomological validity was gathered by testing nine theoretically rooted hypotheses linking the identification constructs to motivations for playing MMOGs. The results show that avatar identification is positively associated with roleplay, customization, and escapism; group identification with socializing and relationship; and game identification with escapism, discovery, advancement, and mechanics. These findings indicate that the Player Identification Scale provides a reliable measure of identification in online games ready to be used and further validated in subsequent research.
引用
收藏
页码:197 / 221
页数:25
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