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A publicação pode ser exportada nos seguintes formatos: referência da APA (American Psychological Association), referência do IEEE (Institute of Electrical and Electronics Engineers), BibTeX e RIS.

Exportar Referência (APA)
Koles, B. & Nagy, P. (2016). Avatars as transitional objects: the impact of avatars and digital objects on adolescent gamers. Journal of Gaming and Virtual Worlds. 8 (3), 279-296
Exportar Referência (IEEE)
B. Koles and P. Nagy,  "Avatars as transitional objects: the impact of avatars and digital objects on adolescent gamers", in Journal of Gaming and Virtual Worlds, vol. 8, no. 3, pp. 279-296, 2016
Exportar BibTeX
@article{koles2016_1714708998032,
	author = "Koles, B. and Nagy, P.",
	title = "Avatars as transitional objects: the impact of avatars and digital objects on adolescent gamers",
	journal = "Journal of Gaming and Virtual Worlds",
	year = "2016",
	volume = "8",
	number = "3",
	doi = "10.1386/jgvw.8.3.279_1",
	pages = "279-296",
	url = "http://www.intellectbooks.co.uk/journals/view-Journal,id=164/"
}
Exportar RIS
TY  - JOUR
TI  - Avatars as transitional objects: the impact of avatars and digital objects on adolescent gamers
T2  - Journal of Gaming and Virtual Worlds
VL  - 8
IS  - 3
AU  - Koles, B.
AU  - Nagy, P.
PY  - 2016
SP  - 279-296
SN  - 1757-191X
DO  - 10.1386/jgvw.8.3.279_1
UR  - http://www.intellectbooks.co.uk/journals/view-Journal,id=164/
AB  - 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.
ER  -