The aim of this article is to analyze the relationship between the assessment of RPG player’s own body and the appearance of the character created by the player in the wizard of this game. An exploratory study was carried out using two questionnaires: the Body-Esteem Scale by Franzoi and Shields (1984) in the Polish adaptation of Lipowska and Lipowski (2013) and the authentic Characters Body Assessment. 122 participants aged 18 to 39 were examined: 52 women and 70 men. The results of the study indicated statistically significant correlations in the male group in terms of similarity of the assessment of their bodies to the created character of the RPG game. The higher the men rated their bodies regarding physical attractiveness, body weight and physical condition, the more the characters they created in the game were similar to them. The article is an encouragement to explore the issue of game creators.
REFERENCES(44)
1.
Alon, D., Sousa, C.V., Shirong Lu, A. (2021). What type of body shape moves children? An experimental exploration of the impact of narrative cartoon character body shape on children’s narrative engagement, wishful identification, and exercise motivation. Frontiers in Psychology, 12, 653626. https://doi.org/10.3389/fpsyg.....
Bailey, K., West, R., Kuffel, J. (2013). What would my avatar do? Gaming, pathology, and risky decision making. Frontiers in Psychology, 4, 609. https://doi.org/10.3389/fpsyg.....
Bedyńska, S., Cypryańska, M. (red.) (2013). Statystyczny drogowskaz. 1, Praktyczne wprowadzenie do wnioskowania statystycznego. Warszawa: Wydawnictwo Akademickie Sedno, Szkoła Wyższa Psychologii Społecznej.
Birk, M.V., Atkins, Ch., Bowey, J.T., Mandryk, R.L. (2016). Fostering intrinsic motivation through avatar identification in digital games. W: CHI ‘16: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (s. 2982–2995). Association for Computing Machinery. https://doi.org/10.1145/285803....
Brytek-Matera, A. (2008). Obraz ciała – obraz siebie. Wizerunek własnego ciała w ujęciu psychospołecznym. Warszawa: Centrum Doradztwa i Informacji DIFIN.
Carpita, B., Muti, D., Nardi, B., Benedetti, F., Cappelli, A., Cremone, I.M., Carmassi, C., Dell’Osso, L. (2021). Biochemical correlates of video game use: From physiology to pathology. A narrative review. Life, 11, 8, 775. https://doi.org/10.3390/life11....
Dawood Al Sudani, A.A., Budzyńska, K., Sileńska, A. (2015). Obraz ciała a aktywność fizyczna uczniów i studentów. Rozprawy Naukowe Akademii Wychowania Fizycznego we Wrocławiu, 48, 151–155.
Dąbkowska, M. (2015). Obraz własnego ciała u kobiet a satysfakcja seksualna. Przegląd Badań Edukacyjnych, 21, 2, 107–118. https://doi.org/10.12775/PBE.2....
Długosz, P. (2022). Ocena własnego ciała a kreowanie postaci w grach komputerowych z gatunku RPG. Niepublikowana praca magisterska. Uniwersytet Jana Kochanowskiego w Kielcach.
Faul, F., Erdfelder, E., Lang, A.-G., Buchner, A. (2007). G*Power 3: A flexible statistical power analysis program for the social, behavioral, and biomedical sciences. Behavior Research Methods, 39, 175–191. https://doi.org/10.3758/BF0319....
Franzoi, S.L., Shields, S.A. (1984). The body esteem scale: multidimensional structure and sex differences is a college population. Journal of Personality Assessment, 48, 2, 173–178. https://doi.org/10.1207/s15327....
Gałuszka, D. (2020). What can digital games teach us about (dominant) masculinity?. Culture – Society – Education, 1, 17, 435–465. https://doi.org/10.14746/kse.2....
Gil-Gimeno, J., Sánchez-Capdequi, C., Beriain, J. (2018). Play, game, and videogame: The metamorphosis of play. Religions, 9, 5, 162. https://doi.org/10.3390/rel905....
Hooi, R., Cho, H. (2012). Being Immersed: Avatar Similarity and Self Awareness. W: Oz CHI ‘12: Proceedings of the 24th Australian Computer-Human Interaction Conference (s. 232–240). New York: ACM. https://doi.org/10.1145/241453....
Kao, D., Ratan, R., Mousas, C., Magana, A.J. (2021). The effects of a self-similar avatar voice in educational games. Proceedings of the ACM on Human-Computer Interaction, 5(CHI PLAY), 238. https://doi.org/10.1145/347466....
Nowaczek, K. (2012). Tekstowe gry przeglądarkowe – nowa płaszczyzna gier fabularnych. Acta Universitatis Lodziensis. Folia Litteraria Polonica, 3, 17, 227–236.
Levine, M.P., Smolak, L. (2002). Body image development during adolescence. W: T.F. Cash, T. Pruzinsky (Eds.), Body Image: A Handbook of Theory, Research, and Clinical Practice (s. 74–82). New York: The Guilford Press.
Lipowska, M., Lipowski, M. (2013). Polish normalization of the Body Esteem Scale. Health Psychology Report, 1, 1, 72–81. https://doi.org/10.5114/hpr.20....
Lipowski, M., Lipowska, M. (2015). Poziom narcyzmu jako moderator relacji pomiędzy obiektywnymi wymiarami ciała a stosunkiem do własnej cielesności młodych mężczyzn. Polskie Forum Psychologiczne, 20, 1, 31–46.
Mancini, T., Sibilla, F. (2017). Offline personality and avatar customisation. Discrepancy pro files and avatar identification in a sample of MMORPG players. Computers in Human Behavior, 69, 275–283. https://doi.org/10.1016/j.chb.....
Paleczna, M., Buczkowicz, P., Szmigielska, B. (2022). Player-avatar similarity and game experience: Game efficacy, game enjoyment, and immersion. Polish Psychological Bulletin, 53, 3, 193–202. https://doi.org/10.24425/ppb.2....
Prajzner, K. (2012). Gracz, postać, obecność i tożsamość. W: A. Pitrus (red.), Olbrzym w cieniu. Gry wideo w kulturze audiowizualnej (s. 55–66). Kraków: Wydawnictwo Uniwersytetu Jagiellońskiego.
Schiep, S., Szymańska, P. (2012). Obraz ciała, stres i samoregulacja u osób uprawiających fitness w wieku późnej adolescencji i wczesnej dorosłości. Psychologia Rozwojowa, 17, 3, 97–113. https://doi.org/10.4467/208438....
Strojny, P. (2021). Realne potrzeby twórców wirtualnej rzeczywistości: doświadczenia z pracy badawczej w ramach spółki z branży gamedev. Przegląd Psychologiczny, 64, 2, 73–85. https://doi.org/10.31648/pp.73....
Suchanecka, M., Graja, K. (2018). Obraz ciała na podstawie samooceny i badań antropometrycznych u osób ćwiczących we wrocławskich klubach fitnessu. Rozprawy Naukowe Akademii Wychowania Fizycznego we Wrocławiu, 62, 41–50.
Szeja, J. Z. (2012). Narracyjne gry fabularne i ich komputerowe odpowiedniki: między kulturą słowa a kulturą digitalną. W: A. Pitrus (red.), Olbrzym w cieniu. Gry wideo w kulturze audiowizualnej (s. 29–38). Kraków: Wydawnictwo Uniwersytetu Jagiellońskiego.
Trepte, S., Reinecke, L. (2010). Avatar creation and video game enjoyment: Effects of life-satisfaction, game competitiveness, and identification with the avatar. Journal of Media Psychology: Theories, Methods, and Applications, 22, 4, 171–184. https://doi.org/10.1027/1864-1....
Vasalou, A., Joinson, A.N. (2009). Me, myself and I: The role of interactional context on selfpresentation through avatars. Computers in Human Behavior, 25, 2, 510–520. https://doi.org/10.1016/j.chb.....
We process personal data collected when visiting the website. The function of obtaining information about users and their behavior is carried out by voluntarily entered information in forms and saving cookies in end devices. Data, including cookies, are used to provide services, improve the user experience and to analyze the traffic in accordance with the Privacy policy. Data are also collected and processed by Google Analytics tool (more).
You can change cookies settings in your browser. Restricted use of cookies in the browser configuration may affect some functionalities of the website.