Abstract
Playing Multiplayer Online Role-Playing Games (MMORPGs) is now a popular leisure activity for some people. Players spend significant energy and money on it. In MMORPGs, players can customize their avatars as virtual identities to present themselves in the virtual world. Avatars are important when playing MMORPGs. However, few previous studies focus on the psychological determinates for avatar presentation in MMORPGs. In this study, we used an online questionnaire of 337 participants to explore the antecedent factors influencing avatar presentation. The current study considers the influence of self-esteem, online disinhibition, and self-discrepancy on self-present and the influence of self-present on avatar presentation of idea self, stand out, and following a trend. The empirical survey result reveals the self-discrepancy between virtual and physical self are relative negatively with self-esteem and positive with online disinhibition. The self-present are influence by both self-discrepancy and online disinhibition. Besides, self-present perception will lead to avatar presentation. The current study provides contributions about confirming the antecedents of avatar presentation that may be serve as fundamental for future research on online game behavior.
Recommended Citation
Wang, Chih-Chien; Yang, Yolande Yun-Hsiou; and Shen, I, "SELF-PRESENT BY AVATARS IN MULTIPLAYER ONLINE ROLE-PLAYING GAMES: THE INFLUENCE OF SELF-ESTEEM, ONLINE DISINHIBITION, AND SELF-DISCREPANCY" (2014). PACIS 2014 Proceedings. 61.
https://aisel.aisnet.org/pacis2014/61