Can We Identify with a Block? Identification with Non-anthropomorphic Avatars in Virtual Reality Games

  • Aymerich-Franch L
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This article explores identification with non- anthropomorphic avatars in a virtual reality game and its relationship to arousal and valence. Fifty-six male and female participants played a virtual game in a 360o stereoscopic immersive interactive visualization environment using either body movement or a joystick. A scale was developed to test identification with the block that represented each participant in the game. A gender effect occurred in which males that played using body movement experienced significantly higher identification than males that played with a joystick. Also, within the entire sample a positive correlation was found between identification and arousal as well as between identification and valence. Results suggest that identification might not be a process exclusively related to anthropomorphic characters.

Author-supplied keywords

  • 2009
  • and the events that
  • arousal
  • avatars
  • defined
  • hefner and vorderer
  • identification
  • interaction of these goals
  • klimmt
  • non-anthropomorphic
  • take place
  • valence
  • video games
  • virtual reality

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  • Laura Aymerich-Franch

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