This chapter discusses how players interact with, influence, experience, and embody their avatars through gameplay and how this type of exploration can influence development, identity, and social navigation. Particular focus is placed on identity development within video game play, how particular facets of identity (e.g. gender, personality) are malleable in this context, and the styles of exploration via types of games. Considerations of personalized characters, as well as their application to real-world behavior and approach to life, are discussed.
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I still love it… just felt the game was a bit off the mark for LoTR universe quality.
Basically the same theoretical idea as personality.
The eight stages are trust vs mistrust, autonomy vs. shame/doubt, initiative vs. guilt, identity vs. inferiority, identity vs. role confusion, intimacy vs. isolation, generativity vs. stagnation, and integrity vs. despair.
Not actually, that’d be VERY disgusting. Also—a footnote is very meta, no?
Unfortunately, it seems that female and male are currently the only options.
I mean, you could, but there’d be consequences.
Not too uncomfortable… just aim for out of your comfort zone. I trust your judgment. You have, after all, read this far!
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Sawyer, S. (2020). Oh Me, Oh My! Identity Development Through Video Games. In: Kowert, R. (eds) Video Games and Well-being. Palgrave Studies in Cyberpsychology. Palgrave Pivot, Cham. https://doi.org/10.1007/978-3-030-32770-5_4
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Online ISBN: 978-3-030-32770-5