Clothing the Virtual Self: An Exploration of the Purchase and Use of Virtual Apparel by Gamers

Meghan Hembree, N. Hodges
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Abstract

The purpose of this study was to explore consumers' experiences with purchasing virtual apparel-related items in MMOGs. Two objectives were developed to address the purpose: (1) to understand the reasons for purchasing virtual apparel for video game characters among gamers, and (2) to explore how this apparel communicates identity, both on and offline. Symbolic interaction theory (Mead, 1934) was used in combination with identity theory (Stryker & Burke, 2000) as the lens through which an understanding of how gamers “acquire identities through social interaction” (Roach-Higgins & Eicher, 1992, p. 5) using apparel-related items for their character in the game setting.
服装虚拟自我:游戏玩家购买和使用虚拟服装的探索
本研究旨在探讨mmog中消费者购买虚拟服装相关物品的体验。为了解决这个问题,我们制定了两个目标:(1)了解玩家为电子游戏角色购买虚拟服装的原因,(2)探索这种服装如何在线上和线下传达身份。符号互动理论(Mead, 1934)与身份理论(Stryker & Burke, 2000)结合使用,作为理解玩家如何“通过社交互动获得身份”(Roach-Higgins & Eicher, 1992,第5页)的视角,在游戏设置中使用与服装相关的道具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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