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DiGRA
The paper argues that 'character' and 'avatar' are routinely conflated in game studies and should be measured separately.
The document's central thesis posits that a fundamental distinction between "characters" and "avatars" is essential for accurate theoretical understanding and empirical measurement of player experiences in video games. Conflating these terms leads to significant ambiguities in research and design. The core purpose is to establish clear definitions: "characters" are narrative-driven entities with predefined traits that players mentally identify with, fostering an emotional and cognitive connection to their perspectives and motivations. Conversely, "avatars" are player-controlled, customizable representations that facilitate sensory embodiment, agency, and direct manipulation within the game world.
This differentiation is critical for understanding distinct player relationships with their on-screen representations. Identification with a character involves a mental and emotional engagement, independent of player control or physical similarity, focusing on narrative and predefined traits. Embodiment with an avatar, however, is an activity-based, multi-sensory experience rooted in agency and control, where the avatar serves as an extension of the player's self and actions. The concept of "avatar identification" is thus deemed a misconceptualization, as embodiment and identification are distinct processes with different underlying mechanisms and measures.
The scope of this argument is primarily theoretical and methodological, aiming to refine the conceptual framework for player experience research within the video game industry. It highlights the importance of this distinction for accurately measuring player motivations, understanding phenomena like the Proteus effect (which is rooted in avatar embodiment), and addressing ethical considerations in game design. The document draws upon a broad academic bibliography covering characterization, player identification, parasocial interaction, avatar embodiment, and the impact of visual and audial attributes on player experience, underscoring the widespread implications of this definitional clarity for future research and game development.