This book explores the extent to which immersion and interaction with an avatar a virtual character in a game can influence the user's/player s perceptions of self-identity. The argument pivots on whether these avatars are simply tools, entry points into virtual worlds, or whether they are more complex extensions of the user s personality and, if so, to what extent they may influence the ways in which we behave, perform and perceive ourselves in everyday life. The focus remains on online multiplayer role-playing games because of the stigma that surrounds them and their engrossing characteristics. These desktop forms of virtual reality allow players to invent a character and play out a fantasy life in an expansive virtual environment. Whilst playing these virtual environment games, do players play as themselves or someone else? Is there any significance in the relationship between the player and their virtual counterpart? The theoretical methodology used in this book makes it an ideal research support tool for anyone studying, or interested in, engagement with interactive media and virtual realities.
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