Class
Article
College
College of Humanities and Social Sciences
Department
English Department
Faculty Mentor
Francois Dengah
Presentation Type
Poster Presentation
Abstract
Research shows that people who engage in role-playing games (RPG), from video games to tabletop games, can derive feelings of achievement, as well as social and immersive experiences which can help them reach eudaimonic and hedonic states (Snodgrass et al. 2019). However, gaming has also been linked to negative emotions related to “problematic” and “addictive” play, related to toxic communities and compulsive gameplay. In this project, we examine how avatars — digital and imaginary representations of players — shape emotional states. Through free listing and pile sorting interviews, our results show how gamers relate to their avatars, and how these game-based characters relate to players’ emotional well-being.
Location
Logan, UT
Start Date
4-6-2022 12:00 AM
Included in
“Me Adjacent”: Alternate Personas and Virtual Worlds
Logan, UT
Research shows that people who engage in role-playing games (RPG), from video games to tabletop games, can derive feelings of achievement, as well as social and immersive experiences which can help them reach eudaimonic and hedonic states (Snodgrass et al. 2019). However, gaming has also been linked to negative emotions related to “problematic” and “addictive” play, related to toxic communities and compulsive gameplay. In this project, we examine how avatars — digital and imaginary representations of players — shape emotional states. Through free listing and pile sorting interviews, our results show how gamers relate to their avatars, and how these game-based characters relate to players’ emotional well-being.