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Behind the Avatar: The Patterns, Practices, and Functions of Role Playing in MMOs

A two-part quantitative and qualitative study of role players within a virtual game world examined their prevalence, practices, and identity formation. Drawing on unobtrusive behavioral data captured by the game, combined with a large survey and traditional ethnographic methods, the study found that...

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Bibliographic Details
Published in:Games and culture 2011-03, Vol.6 (2), p.171-200
Main Authors: Williams, Dmitri, Kennedy, Tracy L. M., Moore, Robert J.
Format: Article
Language:English
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Summary:A two-part quantitative and qualitative study of role players within a virtual game world examined their prevalence, practices, and identity formation. Drawing on unobtrusive behavioral data captured by the game, combined with a large survey and traditional ethnographic methods, the study found that role players both negotiate identity and use their time online as a moratorium for their offline lives. Descriptive results showed that role players are a relatively small, but psychologically burdened subgroup. When examined from the theoretical perspectives of Goffman’s Self-Presentation theory, Huizenga’s Magic Circle, and Turkle’s early work on online identity formation, these players were seen as largely using virtual spaces as creative outlets and for socialization. The worlds also functioned as coping mechanisms for players frequently unable to gain acceptance, social connectivity or social support offline due to their personal situation, psychological profile, or their minority status.
ISSN:1555-4120
1555-4139
DOI:10.1177/1555412010364983