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Jaime Banks ~ @amperjay
Nicholas David Bowman ~ @bowmanspartan
West Virginia University, USA ~ @wvucommstudies #ixlab
Harnessing the friction of competing epistemologies
to better understand social phenomena
• Ontology - realism/objectivism
• Epistemology – post-positivist/objectivist
• Knowledge can approximate any “real” object
• Additive knowledge becomes increasingly objective
• Descriptive > Prescriptive
• Methodology – scientific method, quantitative
• experimental psychology
• behavioral observation
• (occasional) mass survey research
• Research focus
• Media psychology
• Interactivity and message processing
• Ontology - Material-semiotic
• Epistemology - Relational
• Constructivism
• Situativity
• Inter-subjectivity
• Methodologies – Interpretive, qualitative
• Phenomenology
• Grounded Theory
• Actor-Networks
• Research focus
• Identity, embodiment
• Human-technology relationships
Avatar =
• User representations
• Conduits of meaning/agency
• Mediators of phenomenal
gameplay
•Audiences have always responded to
on-screen media characters as if they
were “real”, impacting
• Attention and modeling
• Narrative involvement
• Enjoyment
•Yet, we’ve never been able to
interface with that on-screen persona
Your wish is
my command.
• Psychological Merging
• Dimensions
• Identification
• Suspension of Disbelief
• Sense of Control
• Sense of care/responsibility
• Associated with play motivations, pro/antisocial
tendencies, enjoyment/appreciation
Lewis, Weber, & Bowman (2008)
Relationship ≈
• valenced connection
• between two people
• where each influences the other
Avatar
Dyad
Social
groups
Game
environ.
Interface
Phys. Env.
Culture
Object Me Symbiote Other
• Theoretically divergent (psychological
merging, psychological differentiation)
• Conceptual overlaps: agency, emotion
• Predictive/associative value
• Narrative involvement
• Prosocial/cooperative play
• Appreciation
Avatar as
Object
Avatar as
Me
Avatar as
Symbiote
Avatar as
Social Other
Identification Low High Mid Low
Suspension of
disbelief
Low Mid Mid High
Sense of
Control
High Mid Mid Low
Sense of care/
responsibility
Low Mid Mid High
Para-social Social
• Anthro-autonomy
• ~28% variance
• α = .907
• Emotional investment
• ~26%
• α = .901
• Sense of companionship
• ~16%
• α = .888
~70% variance explained
Character Attachment
• Identification
(pretending, being,
affinity)
• Suspension of disbelief
(error, plausibility)
• Control
(‘obedience,’ frustration)
• Care/responsibility
(wants, needs, interests)
PAR Sociality
• Anthro. autonomy
(thoughts, feelings, life)
• Emotional investment
(love, appreciation, loss)
• Companionship
(friends, understanding,
reciprocation)
• Emotional Investment
• ~24% variance
• α = .910
• Anthropomorphic autonomy
(humanness)
• ~20%
• α = .891
• Suspension of disbelief
• ~17%
• α = .891
• Sense of control
• ~12%
• α = .796
~72% variance explained
CMIN/df = 1.27, p = .076
CFI = .989
RMSEA = .036
Correlations shown are
significant at the p < .001
level or greater.
.42
.44
.32
-.45
• Emotional Investment (from PAR)
love, loss, appreciation
• Suspension of Disbelief (from CA, adjusted)
error, plausibility
• Player Control (from CA)
‘obedience,’ control
• Avatar Autonomy
(life, feelings, thoughts)
• Human-like relatedness
F (4,385) = 64.49, p < .001, R2 = 401 (Adj. R2 = .395)
Durbin-Watson = 1.94
• Play motivations
• Social: F(4,485) = 12.54, p < .001, R2
= .094 (Adj. R2 = .086), DW = 1.93
• Completion: F(4,487) = 1.40, p <
.235, R2 = .011 (Adj. R2 = .003), DW
= 1.88
• Immersion: F(4,488) = 34.76, p <
.001, R2 = .222 (Adj. R2 = .215), DW
= 1.93
• PAR types
Avatar as
Object
n = 267
Avatar as
Me
n = 88
Avatar as
Symbiote
n = 95
Avatar as
Other
n = 44
Emotional
Investment
4.02a
(1.57)
5.72b
(1.12)
6.20c
(.783)
5.45b
(1.26)
Anthropo-
morphism
1.36a
(.745)
1.89b
(1.32)
3.30c
(1.67)
3.37c
(1.64)
Suspension of
Disbelief
3.33a
1.75)
4.53b
(1.72)
5.06b
(1.56)
4.54b
(1.86)
Control 6.26b,c
(.965)
6.44c
(.825)
5.85a,b
(1.27)
5.83a
(1.20)
Object Me Symbiote Other
• I sometimes forget my own feelings and take on
those of my character.
• I enjoy pretending my character is a real person.
• I consider my character a friend of mine.
• I enjoy pretending I am my character.
• I could see myself being attracted to my character.
• I daydream about my character.
• Generalizability + context
• Breadth and depth
• Improved explanatory power
• Learning other tool sets
• Resolving philosophical
differences
• Being open to breaking things
and being ‘wrong’
• Emotional Investment
• This avatar is very special to me.
• I appreciate this avatar.
• I would be heartbroken if I lost
this avatar.
• I love this avatar.
• (R) I don’t really care about this
avatar.
• (R) I have no emotional
connection to this avatar.
• Player Control
• This avatar does what I want.
• I control this avatar.
• Avatar Autonomy
• When I log out of the game, this
avatar has its own life.
• This avatar has its own feelings.
• This avatar has its own thoughts
and ideas.
• Suspension of Disbelief
• I concentrate on inconsistencies
in this avatar's story and the
game story.
• It is important to check for
inconsistencies in this avatar's
game.
• I pay attention to errors or
contradictions in this avatar's
world.

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You say dāta, I say däta: Harnessing the friction of competing epistemologies to better understand social phenomena – the case of player-avatar relationships

  • 1. Jaime Banks ~ @amperjay Nicholas David Bowman ~ @bowmanspartan West Virginia University, USA ~ @wvucommstudies #ixlab Harnessing the friction of competing epistemologies to better understand social phenomena
  • 2.
  • 3.
  • 4. • Ontology - realism/objectivism • Epistemology – post-positivist/objectivist • Knowledge can approximate any “real” object • Additive knowledge becomes increasingly objective • Descriptive > Prescriptive • Methodology – scientific method, quantitative • experimental psychology • behavioral observation • (occasional) mass survey research • Research focus • Media psychology • Interactivity and message processing
  • 5. • Ontology - Material-semiotic • Epistemology - Relational • Constructivism • Situativity • Inter-subjectivity • Methodologies – Interpretive, qualitative • Phenomenology • Grounded Theory • Actor-Networks • Research focus • Identity, embodiment • Human-technology relationships
  • 6.
  • 7. Avatar = • User representations • Conduits of meaning/agency • Mediators of phenomenal gameplay
  • 8. •Audiences have always responded to on-screen media characters as if they were “real”, impacting • Attention and modeling • Narrative involvement • Enjoyment •Yet, we’ve never been able to interface with that on-screen persona
  • 9. Your wish is my command.
  • 10. • Psychological Merging • Dimensions • Identification • Suspension of Disbelief • Sense of Control • Sense of care/responsibility • Associated with play motivations, pro/antisocial tendencies, enjoyment/appreciation Lewis, Weber, & Bowman (2008)
  • 11.
  • 12. Relationship ≈ • valenced connection • between two people • where each influences the other Avatar Dyad Social groups Game environ. Interface Phys. Env. Culture
  • 14. • Theoretically divergent (psychological merging, psychological differentiation) • Conceptual overlaps: agency, emotion • Predictive/associative value • Narrative involvement • Prosocial/cooperative play • Appreciation
  • 15. Avatar as Object Avatar as Me Avatar as Symbiote Avatar as Social Other Identification Low High Mid Low Suspension of disbelief Low Mid Mid High Sense of Control High Mid Mid Low Sense of care/ responsibility Low Mid Mid High
  • 17. • Anthro-autonomy • ~28% variance • α = .907 • Emotional investment • ~26% • α = .901 • Sense of companionship • ~16% • α = .888 ~70% variance explained
  • 18.
  • 19. Character Attachment • Identification (pretending, being, affinity) • Suspension of disbelief (error, plausibility) • Control (‘obedience,’ frustration) • Care/responsibility (wants, needs, interests) PAR Sociality • Anthro. autonomy (thoughts, feelings, life) • Emotional investment (love, appreciation, loss) • Companionship (friends, understanding, reciprocation)
  • 20. • Emotional Investment • ~24% variance • α = .910 • Anthropomorphic autonomy (humanness) • ~20% • α = .891 • Suspension of disbelief • ~17% • α = .891 • Sense of control • ~12% • α = .796 ~72% variance explained
  • 21. CMIN/df = 1.27, p = .076 CFI = .989 RMSEA = .036 Correlations shown are significant at the p < .001 level or greater. .42 .44 .32 -.45
  • 22. • Emotional Investment (from PAR) love, loss, appreciation • Suspension of Disbelief (from CA, adjusted) error, plausibility • Player Control (from CA) ‘obedience,’ control • Avatar Autonomy (life, feelings, thoughts)
  • 23. • Human-like relatedness F (4,385) = 64.49, p < .001, R2 = 401 (Adj. R2 = .395) Durbin-Watson = 1.94
  • 24. • Play motivations • Social: F(4,485) = 12.54, p < .001, R2 = .094 (Adj. R2 = .086), DW = 1.93 • Completion: F(4,487) = 1.40, p < .235, R2 = .011 (Adj. R2 = .003), DW = 1.88 • Immersion: F(4,488) = 34.76, p < .001, R2 = .222 (Adj. R2 = .215), DW = 1.93
  • 25. • PAR types Avatar as Object n = 267 Avatar as Me n = 88 Avatar as Symbiote n = 95 Avatar as Other n = 44 Emotional Investment 4.02a (1.57) 5.72b (1.12) 6.20c (.783) 5.45b (1.26) Anthropo- morphism 1.36a (.745) 1.89b (1.32) 3.30c (1.67) 3.37c (1.64) Suspension of Disbelief 3.33a 1.75) 4.53b (1.72) 5.06b (1.56) 4.54b (1.86) Control 6.26b,c (.965) 6.44c (.825) 5.85a,b (1.27) 5.83a (1.20)
  • 27. • I sometimes forget my own feelings and take on those of my character. • I enjoy pretending my character is a real person. • I consider my character a friend of mine. • I enjoy pretending I am my character. • I could see myself being attracted to my character. • I daydream about my character.
  • 28. • Generalizability + context • Breadth and depth • Improved explanatory power
  • 29. • Learning other tool sets • Resolving philosophical differences • Being open to breaking things and being ‘wrong’
  • 30.
  • 31.
  • 32. • Emotional Investment • This avatar is very special to me. • I appreciate this avatar. • I would be heartbroken if I lost this avatar. • I love this avatar. • (R) I don’t really care about this avatar. • (R) I have no emotional connection to this avatar. • Player Control • This avatar does what I want. • I control this avatar. • Avatar Autonomy • When I log out of the game, this avatar has its own life. • This avatar has its own feelings. • This avatar has its own thoughts and ideas. • Suspension of Disbelief • I concentrate on inconsistencies in this avatar's story and the game story. • It is important to check for inconsistencies in this avatar's game. • I pay attention to errors or contradictions in this avatar's world.