Through The Looking-Glass
This dataset explores several aspects of identity projection through the use of avatars. When players create and play their characters, how many of them choose to act and behave pretty much the same as they do in real life, and how many deliberately try out new personalities? And do players tend to behave and act the same way across their different characters? Are there gender or age differences? And finally, do motivations for playing or personality traits have an influence on how identity is projected through avatars?
Female players are more likely to behave and interact in an MMORPG very similarly to how they behave and interact with others in real life when compared with male players.
Age, however, seems to be the more important factor.
The multiple regression results show that Extraverts are more likely to behave similarly while Introverts tend to behave more differently in online games. Data on "true identity" (presented on page 3) will help us make better sense of this finding. Also note that Age and Extraversion do not correlate (r = -.02).
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