Ciência-IUL
Publicações
Descrição Detalhada da Publicação
Título Revista
Journal of Gaming and Virtual Worlds
Ano (publicação definitiva)
2016
Língua
Inglês
País
Reino Unido
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Abstract/Resumo
With practically unlimited opportunities for having fun, the Internet and numerous applications rapidly became favourable means of popular media among members of the younger generation, who enthusiastically embraced the contributions of the new Digital Age. The purpose of the current article is to explore the nature of adolescent gamers’ use of avatars as transitional objects, via employing object-relations theory to understand the psychological use of objects within a digital material culture. Incorporating the psychoanalytic research interview method, the current study builds on in-depth interviews with two adolescent males. By equipping their avatars with special skills, attributes and possessions, users were able to establish their virtual presence, and in turn address and compensate for certain difficulties, shortcomings and anxieties deriving from their offline existence and family conflicts. The avatars were viewed as objects of perfection and collectors of meaningful artefacts, and served as a source of status, recognition and accomplishment; frequently reaching beyond offline realities. Throughout the manuscript, we discuss relevant implications for the field of game studies.
Agradecimentos/Acknowledgements
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Palavras-chave
MMORPG,Object-relations,Digital objects,Transitional space,Transitional objects,Online material culture,Virtual consumption
Classificação Fields of Science and Technology
- Ciências da Computação e da Informação - Ciências Naturais
Registos de financiamentos
Referência de financiamento | Entidade Financiadora |
---|---|
UID/GES/00315/2013 | Fundação para a Ciência e a Tecnologia |