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Identification with the Player Character as Determinant of Video Game Enjoyment
16 references·10 citing·48 second hop
Identification with the Player Character as Determinant of Video Game Enjoyment (2007)Identification with the Player Character …Psychology of Entertainment (2013)Psychology of EntertainmentPlaying Video Games : Motives, Responses, and Consequences (2012)Playing Video Games : Motives…The spyglass self: A model of vicarious self-perception. (2007)The spyglass self: A model of…The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…Gender and Computer Games: Exploring Females' Dislikes (2006)Gender and Computer Games: Ex…Young Adults' Wishful Identification With Television Characters: The Role of Perceived Similarity and Character Attributes (2005)Young Adults' Wishful Identif…The Emotional Appeal of Violent Video Games for Adolescent Males (2005)The Emotional Appeal of Viole…Some Like It Bad: Testing a Model for Perceiving and Experiencing Fictional Characters (2005)Some Like It Bad: Testing a M…Explaining the enjoyment of playing video games: the role of competition (2003)Explaining the enjoyment of p…Defining Identification: A Theoretical Look at the Identification of Audiences With Media Characters (2001)Defining Identification: A Th…The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The "What" and "Why" of Goal …Media entertainment: the psychology of its appeal (2000)Media entertainment: the psyc…A taxonomy of the emotions of literary response and a theory of identification in fictional narrative (1995)A taxonomy of the emotions of…Self-discrepancy: A theory relating self and affect. (1987)Self-discrepancy: A theory re…An attributional theory of achievement motivation and emotion. (1985)An attributional theory of ac…On the Use of the Mass Media as "Escape": Clarification of a Concept (1962)On the Use of the Mass Media …Character identification is predicted by narrative transportation, immersive tendencies, and interactivity (2022)Character identification is p…Therapeutic Gaming for Adolescent Anxiety (2021)Therapeutic Gaming for Adoles…Enjoyment: A Conceptual Exploration and Overview of Experimental Evidence in the Context of Games for Health (2015)Enjoyment: A Conceptual Explo…Player–Avatar Identification in video gaming: Concept and measurement (2012)Player–Avatar Identification …Older Adults' Engagement With a Video Game Training Program (2012)Older Adults' Engagement With…Preference for Violent Electronic Games and Aggressive Behavior among Children: The Beginning of the Downward Spiral? (2011)Preference for Violent Electr…Exploring the value of purchasing online game items (2011)Exploring the value of purcha…Identification With Video Game Characters as Automatic Shift of Self-Perceptions (2010)Identification With Video Gam…Player Performance, Satisfaction, and Video Game Enjoyment (2009)Player Performance, Satisfact…Measuring the experience of digital game enjoyment (2008)Measuring the experience of d…The nature of explanation (1943)The Mirror and the Lamp: Romantic Theory and the Critical Tradition. (1955)Actual Minds, Possible Worlds. (1986)Why Fiction May be Twice as True as Fact: Fiction as Cognitive and Emotional Simulation (1999)A Theory of Narrative Empathy (2006)Exploring the link between reading fiction and empathy: Ruling out individual differences and examining outcomes (2009)Social Cognitive Theory of Mass Communication (2001)Parasocial Interaction: A Review of the Literature and a Model for Future Research (2002)Parasocial Interaction and Parasocial Relationship: Conceptual Clarification and a Critical Assessment of Measures (2015)The effectiveness of celebrity endorsements: a meta-analysis (2016)Celebrity vs. Influencer endorsements in advertising: the role of identification, credibility, and Product-Endorser fit (2019)Generalized expectancies for internal versus external control of reinforcement. (1966)Psychological stress and the coping process (1966)Learned helplessness in humans: Critique and reformulation. (1978)Emotional Intelligence (1990)Expectancy–Value Theory of Achievement Motivation (2000)Motivational Beliefs, Values, and Goals (2002)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)A Motivational Model of Video Game Engagement (2010)The benefits of playing video games. (2013)Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model (2016)Gender schema theory: A cognitive account of sex typing. (1981)Self-Efficacy: The Exercise of Control (1999)Social cognitive theory of gender development and differentiation. (1999)The Video Game Experience as “True” Identification: A Theory of Enjoyable Alterations of Players' Self-Perception (2009)Falling in love with online games: The uses and gratifications perspective (2010)Do men become addicted to internet gaming and women to social media? A meta-analysis examining gender-related differences in specific internet addiction (2020)Self-efficacy: Toward a unifying theory of behavioral change. (1977)On Happiness and Human Potentials: A Review of Research on Hedonic and Eudaimonic Well-Being (2001)Self‐determination theory and work motivation (2005)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)Mass Communication and Para-Social Interaction (1956)Identity : Youth and Crisis. 1968 (1968)Understanding Media Enjoyment: The Role of Transportation Into Narrative Worlds (2004)Toward a Theory of Entertainment Persuasion: Explaining the Persuasive Effects of Entertainment-Education Messages (2008)Measuring Narrative Engagement (2009)Mind, Self, and Society (2015)An Inventory for Measuring Depression (1961)Society and the Adolescent Self-Image (1965)The self and social behavior in differing cultural contexts. (1989)Core affect and the psychological construction of emotion. (2003)A Theory of Cognitive Dissonance (2017)The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)Why do people watch others play video games? An empirical study on the motivations of Twitch users (2016)Enjoyment: At the Heart of Media Entertainment (2004)Understanding tailoring in communicating about health (2008)The Differential Susceptibility to Media Effects Model (2013)
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References

  • 2000The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior34,111 cited
  • 1985An attributional theory of achievement motivation and emotion.7,833 cited
  • 1987Self-discrepancy: A theory relating self and affect.7,208 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,328 cited
  • 2001Defining Identification: A Theoretical Look at the Identification of Audiences With Media Characters1,926 cited
  • 2012Playing Video Games : Motives, Responses, and Consequences1,059 cited
  • 2013Psychology of Entertainment992 cited
  • 2005Young Adults' Wishful Identification With Television Characters: The Role of Perceived Similarity and Character Attributes672 cited
  • 2006Gender and Computer Games: Exploring Females' Dislikes611 cited
  • 1995A taxonomy of the emotions of literary response and a theory of identification in fictional narrative555 cited
  • 1962On the Use of the Mass Media as "Escape": Clarification of a Concept509 cited
  • 2003Explaining the enjoyment of playing video games: the role of competition466 cited
  • 2000Media entertainment: the psychology of its appeal416 cited
  • 2005The Emotional Appeal of Violent Video Games for Adolescent Males278 cited

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2007
The spyglass self: A model of vicarious self-perception.
265 cited
  • 2005Some Like It Bad: Testing a Model for Perceiving and Experiencing Fictional Characters263 cited
  • Cited by

    • 2010Identification With Video Game Characters as Automatic Shift of Self-Perceptions203 cited
    • 2011Exploring the value of purchasing online game items195 cited
    • 2012Player–Avatar Identification in video gaming: Concept and measurement183 cited
    • 2008Measuring the experience of digital game enjoyment144 cited
    • 2009Player Performance, Satisfaction, and Video Game Enjoyment141 cited
    • 2011Preference for Violent Electronic Games and Aggressive Behavior among Children: The Beginning of the Downward Spiral?88 cited
    • 2012Older Adults' Engagement With a Video Game Training Program55 cited
    • 2015Enjoyment: A Conceptual Exploration and Overview of Experimental Evidence in the Context of Games for Health42 cited
    • 2022Character identification is predicted by narrative transportation, immersive tendencies, and interactivity20 cited
    • 2021Therapeutic Gaming for Adolescent Anxiety10 cited