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Jaime Banks ~ @amperjay
Nicholas David Bowman ~ @bowmanspartan
West Virginia University, USA ~ @wvucommstudies #ixlab
Validation of a merged metric for Player-Avatar Interaction (PAX)
(the next chapter)
Avatar =
• Graphical user representations
• Carriers of meaning/agency
• Mediators of phenomenal
gameplay
…
• Psychological Merging
• Dimensions
• Identification
• Suspension of Disbelief
• Sense of Control
• Sense of care/responsibility
• Associated with play motivations, pro/antisocial
tendencies, enjoyment/appreciation
Lewis, Weber, & Bowman (2008)
Bowman, Schultheiss, & Schumann (2012)
Bowman, Rogers, & Sherrick (2013)
Object Me Symbiote Other
Banks (2013, 2015)
• Theoretically divergent
• Conceptual overlaps: agency, emotion
• Predictive/associative value
• Narrative involvement
• Prosocial/cooperative play
• Appreciation
Avatar as
Object
Avatar as
Me
Avatar as
Symbiote
Avatar as
Social Other
Identification Low High Mid Low
Suspension of
disbelief
Low Mid Mid High
Sense of
Control
High Mid Mid Low
Sense of care/
responsibility
Low Mid Mid High
Banks & Bowman (2013)
Para-social Social
Banks & Bowman (2014)
• RQ1: Can exploratory and linguistics-based indicators of
player-avatar relationships be translated to a meaningful
survey instrument to measure perceived PAR sociality?
• RQ2: Are dimensions of PAR sociality and CA empirically
distinct?
• RQ3: Can PAR sociality and CA dimensions be synthesized
into an instrument with (a) predictive and (b) convergent
validity?
• Online surveys
• 95 questions from exploratory/follow-up work + CA Scale + construct
validity measures + PAR type
• Sociality scale + CA embedded in larger study
• Sample
• Multi-game, international (N = 494, initial subsample n = 176)
• WoW only, international (N = 458)
• Recruited via Reddit/Blizzard forums
Character Attachment
• Identification
(pretending, being,
affinity)
• Suspension of disbelief
(error, plausibility)
• Control
(‘obedience,’ frustration)
• Care/responsibility
(wants, needs, interests)
PAR Sociality
• Anthro. autonomy
(thoughts, feelings, life)
• Emotional investment
(love, appreciation, loss)
• Companionship
(friends, understanding,
reciprocation)
(18-item, penultimate, multi-game sample)
(15-item, final, WoW sample)
NNFI (Tucker-Lewis
index) = .978
IFI = .983
CFI = .982
RMSEA = .046
Correlations shown are
significant at the p < .001
level or greater.
• Emotional Investment
• This avatar is very special to me.
• I appreciate this avatar.
• I would be heartbroken if I lost
this avatar.
• I love this avatar.
• (R) I don’t really care about this
avatar.
• (R) I have no emotional
connection to this avatar.
• Player Control
• This avatar does what I want.
• I control this avatar.
• Avatar Autonomy
• When I log out of the game, this
avatar has its own life.
• This avatar has its own feelings.
• This avatar has its own thoughts
and ideas.
• Suspension of Disbelief
• I concentrate on inconsistencies
in this avatar's story and the
game story.
• It is important to check for
inconsistencies in this avatar's
game.
• I pay attention to errors or
contradictions in this avatar's
world.
• Human-like relatedness
• PAR type
• Motivations for play - social
• Motivations for play - immersion
• MMO genre preference
Object Me Symbiote Other
• I sometimes forget my own feelings and take on
those of my character.
• I enjoy pretending my character is a real person.
• I consider my character a friend of mine.
• I enjoy pretending I am my character.
• I could see myself being attracted to my character.
• I daydream about my character.
• Shifts in anthropomorphism  PAX
• “Me versus We” in serious games
• Variations in character identification among dimensions
• Moral decision-making (self v. other)
• Symbiotes … unpack those buggers
Emotion, anthropomorphism, realism, control:  Validation of a merged metric for player-avatar interaction (PAX)

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Emotion, anthropomorphism, realism, control: Validation of a merged metric for player-avatar interaction (PAX)

  • 1. Jaime Banks ~ @amperjay Nicholas David Bowman ~ @bowmanspartan West Virginia University, USA ~ @wvucommstudies #ixlab Validation of a merged metric for Player-Avatar Interaction (PAX)
  • 3. Avatar = • Graphical user representations • Carriers of meaning/agency • Mediators of phenomenal gameplay
  • 4.
  • 5. • Psychological Merging • Dimensions • Identification • Suspension of Disbelief • Sense of Control • Sense of care/responsibility • Associated with play motivations, pro/antisocial tendencies, enjoyment/appreciation Lewis, Weber, & Bowman (2008) Bowman, Schultheiss, & Schumann (2012) Bowman, Rogers, & Sherrick (2013)
  • 6.
  • 7. Object Me Symbiote Other Banks (2013, 2015)
  • 8. • Theoretically divergent • Conceptual overlaps: agency, emotion • Predictive/associative value • Narrative involvement • Prosocial/cooperative play • Appreciation
  • 9. Avatar as Object Avatar as Me Avatar as Symbiote Avatar as Social Other Identification Low High Mid Low Suspension of disbelief Low Mid Mid High Sense of Control High Mid Mid Low Sense of care/ responsibility Low Mid Mid High Banks & Bowman (2013)
  • 10. Para-social Social Banks & Bowman (2014)
  • 11. • RQ1: Can exploratory and linguistics-based indicators of player-avatar relationships be translated to a meaningful survey instrument to measure perceived PAR sociality? • RQ2: Are dimensions of PAR sociality and CA empirically distinct? • RQ3: Can PAR sociality and CA dimensions be synthesized into an instrument with (a) predictive and (b) convergent validity? • Online surveys • 95 questions from exploratory/follow-up work + CA Scale + construct validity measures + PAR type • Sociality scale + CA embedded in larger study • Sample • Multi-game, international (N = 494, initial subsample n = 176) • WoW only, international (N = 458) • Recruited via Reddit/Blizzard forums
  • 12.
  • 13.
  • 14.
  • 15. Character Attachment • Identification (pretending, being, affinity) • Suspension of disbelief (error, plausibility) • Control (‘obedience,’ frustration) • Care/responsibility (wants, needs, interests) PAR Sociality • Anthro. autonomy (thoughts, feelings, life) • Emotional investment (love, appreciation, loss) • Companionship (friends, understanding, reciprocation)
  • 18. NNFI (Tucker-Lewis index) = .978 IFI = .983 CFI = .982 RMSEA = .046 Correlations shown are significant at the p < .001 level or greater.
  • 19. • Emotional Investment • This avatar is very special to me. • I appreciate this avatar. • I would be heartbroken if I lost this avatar. • I love this avatar. • (R) I don’t really care about this avatar. • (R) I have no emotional connection to this avatar. • Player Control • This avatar does what I want. • I control this avatar. • Avatar Autonomy • When I log out of the game, this avatar has its own life. • This avatar has its own feelings. • This avatar has its own thoughts and ideas. • Suspension of Disbelief • I concentrate on inconsistencies in this avatar's story and the game story. • It is important to check for inconsistencies in this avatar's game. • I pay attention to errors or contradictions in this avatar's world.
  • 22. • Motivations for play - social
  • 23. • Motivations for play - immersion
  • 24. • MMO genre preference
  • 26. • I sometimes forget my own feelings and take on those of my character. • I enjoy pretending my character is a real person. • I consider my character a friend of mine. • I enjoy pretending I am my character. • I could see myself being attracted to my character. • I daydream about my character.
  • 27. • Shifts in anthropomorphism  PAX • “Me versus We” in serious games • Variations in character identification among dimensions • Moral decision-making (self v. other) • Symbiotes … unpack those buggers