title: Transportability and Presence as Predictors of Avatar Identification Within Narrative Video Games.
abstract: To understand how narratives may best be implemented in video game design, first we must understand how players respond to and experience narratives in video games, including their reactions to their player character or avatar. This study looks at the relationship that transportability, self-presence, social presence, and physical presence have with identification with one's avatar. Survey data from 302 participants (151 males, 151 females) were analyzed. Both transportability and self-presence explained a significant amount of variance in avatar identification. We discuss the implications of these findings for future narrative video game research.
authors.affiliation: The Ohio State University , Columbus, Ohio.
authors.forename: Katheryn R
authors.initials: KR
authors.lastname: Christy
authors.affiliation: The Ohio State University , Columbus, Ohio.
authors.forename: Jesse
authors.initials: J
authors.lastname: Fox
mesh_terms: D000293:Adolescent; D000328:Adult; D005260:Female; D006801:Humans; D008297:Male; D008875:Middle Aged; D033262:Narration; D018910:Video Games / Q000523:psychology* / Q000706:statistics & numerical data*; D055815:Young Adult