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        <identifier>oai:www.ideals.illinois.edu:2142/99276</identifier>
        <datestamp>2023-07-11</datestamp>
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        <thesis xmlns="http://www.ndltd.org/standards/metadata/etdms/1.1/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:dc="http://purl.org/dc/elements/1.1/" xsi:schemaLocation="http://www.ndltd.org/standards/metadata/etdms/1.1/ http://www.ndltd.org/standards/metadata/etdms/1.1/etdms11.xsd http://purl.org/dc/elements/1.1/ http://www.ndltd.org/standards/metadata/etdms/1.1/etdmsdc.xsd">
          <dc:contributor>Yao, Mike Z</dc:contributor>
          <dc:creator>Guo, Danyang</dc:creator>
          <dc:date>2018-03-13T15:44:35Z</dc:date>
          <dc:date>2018-03-13T15:44:35Z</dc:date>
          <dc:date>2017-08-24</dc:date>
          <dc:date>2017-12</dc:date>
          <dc:description>Player-character identification is that video-game players adopt the perspective of a game character during gameplay as a part of their own identity. Player-character identification can be established through several psychological mechanisms, including perspective taking, presence, idealization, and perceived similarities. Although game studies have examined many factors leading to player-character identification, most have focused on physical, behavioral, and social attributes. The role and impact of deeper level connections, such as perceived personality similarities, on player-character identification have not been fully explored. This study examines three factors that might trigger player-character identification:1) personality description, 2) perceived personalization, and 3) positive and negative in-game experiences. In Experiment 1, 91 students participated in a 2 (personality descriptions: matching/non-matching) × 2 (perceived personalization: personalized/non-personalized) factorial experiment. In Experiment 2, 136 students participated in a 2 (personality descriptions: matching/non-matching) × 3 (game experience: positive/negative/control) factorial experiment. Results indicated that personality description was effective on inducing player-character identification; however, explicitly informing players the character’s personality was generated based on their own, and exposing players to positive/negative game experiences were not effective.</dc:description>
          <dc:description>Submission original under an indefinite embargo labeled 'Open Access'. The submission was exported from vireo on 2018-03-13 without embargo terms</dc:description>
          <dc:description>The student, Danyang Guo, accepted the attached license on 2017-08-20 at 16:13.</dc:description>
          <dc:description>The student, Danyang Guo, submitted this Thesis for approval on 2017-08-20 at 16:24.</dc:description>
          <dc:description>This Thesis was approved for publication on 2017-08-24 at 13:37.</dc:description>
          <dc:description>DSpace SAF Submission Ingestion Package generated from Vireo submission #11607 on 2018-03-13 at 10:02:15</dc:description>
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  Previous issue date: 2017-08-24</dc:description>
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          <dc:identifier>http://hdl.handle.net/2142/99276</dc:identifier>
          <dc:language>en</dc:language>
          <dc:rights>Copyright 2017 Danyang Guo</dc:rights>
          <dc:subject>Game</dc:subject>
          <dc:subject>Identification</dc:subject>
          <dc:subject>Personality</dc:subject>
          <dc:subject>Game character</dc:subject>
          <dc:subject>Player</dc:subject>
          <dc:title>Player-character identification by personality matching, perceived personalization and positive/negative in-game experience</dc:title>
          <dc:type>text</dc:type>
          <dc:type>text</dc:type>
          <degree>
            <department>Advertising</department>
            <discipline>Advertising</discipline>
            <grantor>University of Illinois at Urbana-Champaign</grantor>
            <level>Thesis</level>
            <name>M.S.</name>
          </degree>
        </thesis>
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