Unravelling the projective identity in computer role-playing games: A narrative inquiry

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Entertainment Computing Pub Date : 2026-05-01 Epub Date: 2026-01-17 DOI:10.1016/j.entcom.2026.101084
Fatima Zohra Benzert, Hanane Sarnou
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引用次数: 0

Abstract

In computer role-playing games (CRPGs), players are afforded a large scope of identificatory possibilities, allowing for the formation of multi-layered and complex player-as-avatar constructs. Framing this liminal entanglement within James Gee’s projective identity theory, this study explored indepth the composition and structure of player-as-avatar constructs. We employed a narrative inquiry approach using semi-structured interviews to collect comprehensive storied accounts of projective identity formation experiences from the subjective perspective of 14 players from different backgrounds, specifically in CRPG contexts. Findings indicated that projective identities may constitute various overlapping self-defining components across personal, social, relational, and material levels. These identities are shaped by both game affordances and players’ transgressive engagement with game design and content, which highlights the nuanced and fluid nature of identity formation in virtual spaces. This research provides new insights into the multi-layered structure of projective identities and emphasises the importance of understanding player perspectives in the study of virtual identity construction.
揭示电脑角色扮演游戏中的投射身份:一种叙事探究
在电脑角色扮演游戏(crpg)中,玩家有很大的识别可能性,可以形成多层次和复杂的玩家角色结构。在James Gee的投射身份理论框架下,本研究深入探讨了玩家作为虚拟角色的构成和结构。我们采用叙述性调查方法,利用半结构化访谈,从14名来自不同背景的玩家(特别是在CRPG环境中)的主观角度,收集关于投射性身份形成经历的综合故事。研究结果表明,投射身份可能在个人、社会、关系和物质层面上构成各种重叠的自我定义成分。这些身份是由游戏场景和玩家对游戏设计和内容的过分投入所塑造的,这突出了虚拟空间中身份形成的微妙和流动性。这项研究为投射身份的多层结构提供了新的见解,并强调了在虚拟身份构建研究中理解玩家视角的重要性。
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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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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