An exploratory study on avatar-self similarity, mastery experience and self-efficacy in games

In virtual worlds, users create their own disembodied characters called avatars. They project themselves through avatars, altering their physical appearances. Despite the recent increasing interests in avatar and self relationship and its psychological aftermath, not much research fully illustrates about the motivations and the consequences. This paper mainly discuss about avatar-real self and self-efficacy of MMORPG players. A total number of 675 South Korean game players participated in an online survey. We explored the relationship between avatar-self similarity and game players' performance. Also, we explored the relationship between mastery experience and players' general self efficacy. The results showed that avatar-self similarity affected the mastery experience and mastery experience influenced players' general self-efficacy. In conclusion, we added a layer of explanation of reasons of avatar-self similarity and its attitude or behavior changes. In terms of self-efficacy, more serious implications of playing online games are also suggested.

[1]  G. Salomon Television is "easy" and print is "tough": The differential investment of mental effort in learning as a function of perceptions and attributions. , 1984 .

[2]  A. Bandura,et al.  Analysis of self-efficacy theory of behavioral change , 1977, Cognitive Therapy and Research.

[3]  Kristine L. Nowak,et al.  Choose your "buddy icon" carefully: The influence of avatar androgyny, anthropomorphism and credibility in online interactions , 2008, Comput. Hum. Behav..

[4]  J. Bailenson,et al.  The Proteus Effect: The Effect of Transformed Self-Representation on Behavior , 2007 .

[5]  Gilad Chen,et al.  Validation of a New General Self-Efficacy Scale , 2001 .

[6]  Peter Vorderer,et al.  Playing Video Games: Motives, Responses, and Consequences (Lea's Communication Series) , 2006 .

[7]  Ming-Hui Wen,et al.  Body and mind: a study of avatar personalization in three virtual worlds , 2009, CHI.

[8]  Christian Rauh,et al.  The Influence of the Avatar on Online Perceptions of Anthropomorphism, Androgyny, Credibility, Homophily, and Attraction , 2005, J. Comput. Mediat. Commun..

[9]  A. Bandura Self-efficacy: toward a unifying theory of behavioral change. , 1977, Psychology Review.

[10]  Kelly A. Lyons,et al.  On the Relationship between My Avatar and Myself , 2008 .

[11]  L. Santilli,et al.  Using an Interactive Computer Game to Increase Skill and Self-Efficacy Regarding Safer Sex Negotiation: Field Test Results , 1997, Health education & behavior : the official publication of the Society for Public Health Education.

[12]  Parshotam Dass,et al.  Improving Students’ Self-Efficacy in Strategic Management: The Relative Impact of Cases and Simulations , 2000 .

[13]  J. Bailenson,et al.  Virtual Self-Modeling: The Effects of Vicarious Reinforcement and Identification on Exercise Behaviors , 2009 .

[14]  A. Bandura Self-Efficacy: The Exercise of Control , 1997, Journal of Cognitive Psychotherapy.