Skip to main content
Top

2019 | OriginalPaper | Chapter

The Effect of Character Design on Character Identification for Mobile Games

Authors : Elena Carolina Li, Yen-Wei Liang, Hsin-Ni Lu, Jin-Yu Chen

Published in: Proceedings of the 20th Congress of the International Ergonomics Association (IEA 2018)

Publisher: Springer International Publishing

Activate our intelligent search to find suitable subject content or patents.

search-config
loading …

Abstract

Mobile games with role-playing features are currently one of the most popular types of mobile games on the market. From the viewpoint of game development, it is crucial to encourage players to continue playing these games. The relationship of a player with his/her game character/avatar is an important factor for game design. However, few studies have explored the effects of game character design on character/avatar identification in mobile games. The results of these studies can be used to evaluate the aforementioned effects and can be used as references for game design development. The present study aimed to explore the character design factors that can affect character identification through interface experiments. The study results were as following: Various character design factors affected the players’ character identification types, especially the sense of embodied presence and wishful identification. Game developers can use these results as references for studying gaming psychology and for designing and developing mobile games.

Dont have a licence yet? Then find out more about our products and how to get one now:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literature
1.
go back to reference Barr P, Biddle R, Brown J (2006) Changing the virtual self: avatar transformations in popular games. In: Proceedings of the 3rd Australasian conference on interactive entertainment, Perth, Australia, pp 83–90 Barr P, Biddle R, Brown J (2006) Changing the virtual self: avatar transformations in popular games. In: Proceedings of the 3rd Australasian conference on interactive entertainment, Perth, Australia, pp 83–90
2.
go back to reference Bessière K, Seay AF, Kiesler S (2007) The ideal elf: identity exploration in World of Warcraft. Cyberpsychol Behav 10(4):530–535CrossRef Bessière K, Seay AF, Kiesler S (2007) The ideal elf: identity exploration in World of Warcraft. Cyberpsychol Behav 10(4):530–535CrossRef
3.
go back to reference Chiou H (2006) Quantitative research and statistical analysis in social & behavioral sciences. Wunan Publishing, Taipei Chiou H (2006) Quantitative research and statistical analysis in social & behavioral sciences. Wunan Publishing, Taipei
7.
go back to reference Guitton MJ (2010) Cross-modal compensation between name and visual aspect in socially active avatars. Comput Hum Behav 26(6):1772–1776CrossRef Guitton MJ (2010) Cross-modal compensation between name and visual aspect in socially active avatars. Comput Hum Behav 26(6):1772–1776CrossRef
8.
go back to reference Hallford N, LaMothe A, Hallford J (2002) Swords and circuitry: a designer’s guide to computer role-playing games. CENGAGE Learning, Course Technology Independence, Boston Hallford N, LaMothe A, Hallford J (2002) Swords and circuitry: a designer’s guide to computer role-playing games. CENGAGE Learning, Course Technology Independence, Boston
9.
go back to reference Hooi R, Cho H (2014) Avatar-driven self-disclosure: the virtual me is the actual me. Comput Hum Behav 39:20–28CrossRef Hooi R, Cho H (2014) Avatar-driven self-disclosure: the virtual me is the actual me. Comput Hum Behav 39:20–28CrossRef
10.
go back to reference Jai B-R (2002) Cinnecting culture. Department of Applied Sociology and Institute of Sociology, Nanhua University, Taiwan Jai B-R (2002) Cinnecting culture. Department of Applied Sociology and Institute of Sociology, Nanhua University, Taiwan
12.
go back to reference Li C-J, Yang T-A (2005) A research of performance and personality of on-line game players in “Lineage”. Kaohsiung Normal Univ J 19:85–104 Li C-J, Yang T-A (2005) A research of performance and personality of on-line game players in “Lineage”. Kaohsiung Normal Univ J 19:85–104
13.
go back to reference Lin H, Wang H (2014) Avatar creation in virtual worlds: behaviors and motivations. Comput Hum Behav 34:213–218CrossRef Lin H, Wang H (2014) Avatar creation in virtual worlds: behaviors and motivations. Comput Hum Behav 34:213–218CrossRef
14.
go back to reference Lin P-Y (2007) The research of the player in the on-line game: take “World of Warcraft “as an example. National Chung Cheng University. Master thesis Lin P-Y (2007) The research of the player in the on-line game: take “World of Warcraft “as an example. National Chung Cheng University. Master thesis
17.
go back to reference Schau HJ, Gilly MC (2003) We are what we post? Self-presentation in personal web space. J Consum Res 30(3):385–404CrossRef Schau HJ, Gilly MC (2003) We are what we post? Self-presentation in personal web space. J Consum Res 30(3):385–404CrossRef
18.
go back to reference Soutter ARB, Hitchens M (2016) The relationship between character identification and flow state within video games. Comput Hum Behav 55:1030–1038CrossRef Soutter ARB, Hitchens M (2016) The relationship between character identification and flow state within video games. Comput Hum Behav 55:1030–1038CrossRef
19.
go back to reference Suh K-S, Kim H, Suh EK (2011) What if your avatar looks like you? Dualcongruity perspective for avatar use. MIS Q 35(3):711–729CrossRef Suh K-S, Kim H, Suh EK (2011) What if your avatar looks like you? Dualcongruity perspective for avatar use. MIS Q 35(3):711–729CrossRef
21.
go back to reference Van Reijmersdal EA, Jansz J, Peters O, van Noort G (2013) Why girls go pink: game character identification and game-players’ motivations. Comput Hum Behav 29(6):2640–2649CrossRef Van Reijmersdal EA, Jansz J, Peters O, van Noort G (2013) Why girls go pink: game character identification and game-players’ motivations. Comput Hum Behav 29(6):2640–2649CrossRef
22.
go back to reference Watts M (2016) Avatar self-identification, self-esteem, and perceived social capital in the real world: a study of World of Warcraft players and their avatars. Graduate Theses and Dissertations of University of South Florida Scholar Commons. http://scholarcommons.usf.edu/etd/6155. Accessed 30 Aug 2016 Watts M (2016) Avatar self-identification, self-esteem, and perceived social capital in the real world: a study of World of Warcraft players and their avatars. Graduate Theses and Dissertations of University of South Florida Scholar Commons. http://​scholarcommons.​usf.​edu/​etd/​6155. Accessed 30 Aug 2016
23.
go back to reference Yee N (2006) The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. Presence Teleoperators Virtual Environ 15(3):309–329CrossRef Yee N (2006) The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. Presence Teleoperators Virtual Environ 15(3):309–329CrossRef
24.
go back to reference Zhao Y, Wang W, Zhu Y (2010) Antecedents of the closeness of human-avatar relationships in a virtual world. J Database Manag 21(2):41–68CrossRef Zhao Y, Wang W, Zhu Y (2010) Antecedents of the closeness of human-avatar relationships in a virtual world. J Database Manag 21(2):41–68CrossRef
Metadata
Title
The Effect of Character Design on Character Identification for Mobile Games
Authors
Elena Carolina Li
Yen-Wei Liang
Hsin-Ni Lu
Jin-Yu Chen
Copyright Year
2019
DOI
https://doi.org/10.1007/978-3-319-96071-5_11

Premium Partner