Answers are grounded in this paper and cite their sources.
Characters in games such as World of Warcraft allow players to act in the game world and to interact with others. Game characters and avatars are a mediated form of self-representation for the player, but some research suggests that players also view characters in other ways that have to do with the kinds of value that the characters provide. To better understand the ways that players value their characters in an online environment, we carried out a semi-structured interview study of twenty World of Warcraft players. From our data we identify ten kinds of value that characters can provide -- including utility, investment, communication, memory, enjoyment, and representations of relationships, as well as value as an opportunity for experience, creativity, sociability, and self-expression. The analytical lens of value provides a new understanding of the ways that players appreciate characters in online multi-user worlds. Our results can help developers understand and enhance an element of multi-player games that contributes greatly to player experience and satisfaction.
No takes yet. Share an insight, caveat, or question.
Livingston et al. (2014) studied this question.
Synapse has enriched 8 closely related papers on similar clinical questions. Consider them for comparative context: