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  1.  20
    Perceived Ownership of Avatars Influences Visual Perspective Taking.Christian Böffel & Jochen Müsseler - 2018 - Frontiers in Psychology 9:350620.
    Modern computer-based applications often require the user to interact with avatars. Depending on the task at hand, spatial dissociation between the orientations of the user and the avatars might arise. As a consequence, the user has to adopt the avatar's perspective and identify herself/himself with the avatar, possibly changing the user's self-representation in the process. The present study aims to identify the conditions that benefit this change of perspective with objective performance measures and subjective self-estimations by integrating the idea of (...)
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  2. Perspective Taking and Avatar-Self Merging.Jochen Müsseler, Sophia von Salm-Hoogstraeten & Christian Böffel - 2022 - Frontiers in Psychology 13.
    Today, avatars often represent users in digital worlds such as in video games or workplace applications. Avatars embody the user and perform their actions in these artificial environments. As a result, users sometimes develop the feeling that their self merges with their avatar. The user realizes that they are the avatar, but the avatar is also the user—meaning that avatar’s appearance, character, and actions also affect their self. In the present paper, we first introduce the event-coding approach of the self (...)
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    Character Customization With Cosmetic Microtransactions in Games: Subjective Experience and Objective Performance.Christian Böffel, Sophie Würger, Jochen Müsseler & Sabine J. Schlittmeier - 2022 - Frontiers in Psychology 12.
    Free games that are monetized by selling virtual items, such as cosmetic microtransactions for one’s avatar, seem to offer a better gaming experience to paying players. To experimentally explore this phenomenon, the effects of character customization with cosmetic microtransactions on objective and self-estimated player performance, subjective identification with the avatar, fun and the players’ perceived competence were examined in the game League of Legends. This study introduces a new laboratory-based, experimental task to objectively measure within-game player performance. Each participant performed (...)
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