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  1. 3D online environments: ethical challenges for marketing research.Ioannis Krasonikolakis & Nancy Pouloudi - 2015 - Journal of Information, Communication and Ethics in Society 13 (3/4):218-234.
    Purpose– The purpose of this paper is twofold: to provide an overview of related studies and to highlight research gaps and questions that need to be addressed. Research conducted in three-dimensional (3D) online environments constitutes a different research context, not least because it involves the recruitment of avatars in the research process. Researchers need to appreciate better the ethical concerns that arise in this novel, fast-evolving context and how these concern different stakeholders.Design/methodology/approach– The paper employs an interdisciplinary desk-research approach. It (...)
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  • Me, Myself, and Not-I: Self-Discrepancy Type Predicts Avatar Creation Style.Mitchell G. H. Loewen, Christopher T. Burris & Lennart E. Nacke - 2021 - Frontiers in Psychology 11.
    In video games, identification with avatars—virtual entities or characters driven by human behavior—has been shown to serve many interpersonal and intraindividual functions but our understanding of the psychological variables that influence players' avatar choices remains incomplete. The study presented in this paper tested whether players' preferred style of avatar creation is linked to the magnitude of self-perceived discrepancies between who they are, who they aspire to be, and who they think they should be. One-hundred-and-twenty-five undergraduate gamers indicated their preferred avatar (...)
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