Skip to main content

The Effect of Character Design on Character Identification for Mobile Games

  • Conference paper
  • First Online:
Book cover Proceedings of the 20th Congress of the International Ergonomics Association (IEA 2018) (IEA 2018)

Part of the book series: Advances in Intelligent Systems and Computing ((AISC,volume 824))

Included in the following conference series:

  • 464 Accesses

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.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 259.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 329.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. 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

    Google Scholar 

  2. Bessière K, Seay AF, Kiesler S (2007) The ideal elf: identity exploration in World of Warcraft. Cyberpsychol Behav 10(4):530–535

    Article  Google Scholar 

  3. Chiou H (2006) Quantitative research and statistical analysis in social & behavioral sciences. Wunan Publishing, Taipei

    Google Scholar 

  4. DailyView (2016) Is not tired to play, the top 10 mibile games in the early half year of 2016. Network Big Data Analysis of DailyView. http://dailyview.tw/Daily/2016/06/27. Accessed 1 Sept 2016

  5. Google Play (2016) Pokémon GO. https://play.google.com/store/apps/details?id=com.nianticlabs.pokemongo&hl=zh_TW. Accessed 2 Sept 2016

  6. Google Play (2018) Application: games. https://play.google.com/store/apps/category/GAME?hl=zh_TW. Accessed 26 Jan 2018

  7. Guitton MJ (2010) Cross-modal compensation between name and visual aspect in socially active avatars. Comput Hum Behav 26(6):1772–1776

    Article  Google Scholar 

  8. 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

    Google Scholar 

  9. Hooi R, Cho H (2014) Avatar-driven self-disclosure: the virtual me is the actual me. Comput Hum Behav 39:20–28

    Article  Google Scholar 

  10. Jai B-R (2002) Cinnecting culture. Department of Applied Sociology and Institute of Sociology, Nanhua University, Taiwan

    Google Scholar 

  11. Jansz J, Avis C, Vosmeer M (2010) Playing the Sims2: an exploration of gender differences in players’ motivations and patterns of play. New Media Soc 12(2):235–251. https://doi.org/10.1177/1461444809342267

    Article  Google Scholar 

  12. 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

    Google Scholar 

  13. Lin H, Wang H (2014) Avatar creation in virtual worlds: behaviors and motivations. Comput Hum Behav 34:213–218

    Article  Google Scholar 

  14. 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

    Google Scholar 

  15. Market Intelligence and Consulting Institute (2015) “Digital game survey” 16 to 35-year-old players accounted for the overall 80%. https://mic.iii.org.tw/IndustryObservations_PressRelease02.aspx?sqno=400. Accessed 28 Aug 2017

  16. Park S, Chung N (2011) Mediating characters of self-presentation desire in online game community commitment and trust behavior of Massive Multiplayer Online Role-playing Games. Comput Hum Behav 27:2372–2379. https://doi.org/10.1016/j.chb

    Article  Google Scholar 

  17. Schau HJ, Gilly MC (2003) We are what we post? Self-presentation in personal web space. J Consum Res 30(3):385–404

    Article  Google Scholar 

  18. Soutter ARB, Hitchens M (2016) The relationship between character identification and flow state within video games. Comput Hum Behav 55:1030–1038

    Article  Google Scholar 

  19. Suh K-S, Kim H, Suh EK (2011) What if your avatar looks like you? Dualcongruity perspective for avatar use. MIS Q 35(3):711–729

    Article  Google Scholar 

  20. Van Looy J, Courtois C, De Vocht M, De Marez L (2012) Player identification in online games: validation of a scale for measuring identification in MMORPGs. Media Psychol 15(2):197–221. https://doi.org/10.1080/15213269.2012.674917

    Article  Google Scholar 

  21. 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):2640–2649

    Article  Google Scholar 

  22. 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. Yee N (2006) The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. Presence Teleoperators Virtual Environ 15(3):309–329

    Article  Google Scholar 

  24. Zhao Y, Wang W, Zhu Y (2010) Antecedents of the closeness of human-avatar relationships in a virtual world. J Database Manag 21(2):41–68

    Article  Google Scholar 

Download references

Acknowledgement

This study was partially supported by the Ministry of Science and Technology, Taiwan, MOST 105-2410-H-155-058. The authors are grateful for this support.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Elena Carolina Li .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Li, E.C., Liang, YW., Lu, HN., Chen, JY. (2019). The Effect of Character Design on Character Identification for Mobile Games. In: Bagnara, S., Tartaglia, R., Albolino, S., Alexander, T., Fujita, Y. (eds) Proceedings of the 20th Congress of the International Ergonomics Association (IEA 2018). IEA 2018. Advances in Intelligent Systems and Computing, vol 824. Springer, Cham. https://doi.org/10.1007/978-3-319-96071-5_11

Download citation

Publish with us

Policies and ethics