dc.description.abstract |
While video games have their strong points, most research focuses on its negative impact. Recognizing its benefits should not just be limited to video games as a whole but should include its elements that make it up, like the avatar. This study aimed to determine the lived experiences of emerging adults who have played The Sims 4. The qualitative approach to inquiry is a phenomenological study. Eight participants completed a thirty minute to an hour long semi-structured interview. Thematic analysis was used in analyzing the data gathered. Results showed the avatar self can be created through various combinations of the aspects of the self which consists of the actual self, ideal self and ought self. On the other hand, the avatar self will not always motivate the player to incorporate its traits into their actual self. Finally, when relating the relationship between the avatar self and the internalized aspects of the self it was found that players rely on different self-guides when making self-evaluations on traits that they want/should incorporate to themselves. |
en_US |