2020
DOI: 10.3389/fpsyg.2020.566682
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Customizing Your Demons: Anxiety Reduction via Anthropomorphizing and Destroying an “Anxiety Avatar”

Abstract: Character customization is a prominent feature in digital games, affording users the ability to tailor one’s virtual self-representation (avatar) to match aspects of their actual or ideal self, influencing psychological well-being. The mental health implications of character customization can be partially explained by self-discrepancy theory, which argues that achieving congruence with one’s avatar reduces cognitive dissonance. However, the role of undesirable self-concepts such as mental health ailments have … Show more

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Cited by 14 publications
(5 citation statements)
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“…Individuals with greater virtual self-discrepancy are less likely to experience the avatar as if it were their actual self and they are less likely to obtain optimal and enjoyable experience in Second Life. Pimentel and Kalyanaraman (2020) found that the construction of an avatar with undesirable aspects of the actual self (e.g., physical disabilities) significantly reduces anxiety, which means that players with lower virtual self-discrepancy will experience less anxiety.…”
Section: Resultsmentioning
confidence: 98%
“…Individuals with greater virtual self-discrepancy are less likely to experience the avatar as if it were their actual self and they are less likely to obtain optimal and enjoyable experience in Second Life. Pimentel and Kalyanaraman (2020) found that the construction of an avatar with undesirable aspects of the actual self (e.g., physical disabilities) significantly reduces anxiety, which means that players with lower virtual self-discrepancy will experience less anxiety.…”
Section: Resultsmentioning
confidence: 98%
“…To be able to choose the game character's looks and characteristics is one of the predictors of identification with it. Several studies have shown that being able to customize a game character (in terms of appearance or specialties) positively predicts identification with it (Kim et al 2012, Turkay and Kinzer 2014, Liao et al 2019, Pimentel and Kalyanaraman 2020, Green et al 2021, Teng 2021. Researchers depended on the self-discrepancy perspective while explaining the findings.…”
Section: Customizability Of the Game Charactermentioning
confidence: 99%
“…For example, Snapchat's My AI uses Ope-nAI's APIs underneath. Customization has been long seen as a way to establish self-congruence with users and increases the chances of users anthropomorphizing the systems (Kaiser et al, 2017;Pimentel and Kalyanaraman, 2020;Liu and Tao, 2022;Zhang et al, 2020). For example, telling a chatbot to "Talk like a doctor" allows it to impersonate a doctor, which anthropomorphizes the model to a larger degree than the original general system.…”
Section: Anthropomorphization In Llmsmentioning
confidence: 99%
“…Customization of systems and brands has long been seen as an effective way to increase anthropomorphization and establish an emotional connection with humans (Zhang et al, 2020;Pimentel and Kalyanaraman, 2020). Thus, although not strictly…”
Section: Introductionmentioning
confidence: 99%