2020
DOI: 10.1177/1076217519898217
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“The Me I Want You to See”: The Use of Video Game Avatars to Explore Identity in Gifted Adolescents

Abstract: Gifted adolescents may identify as “gamers” who create avatars to navigate video games and cell phone apps. Avatars provide a unique venue through which gifted teens can explore the issues of self and identity in a critical time of their development. The purpose of this article is to (a) provide an overview of what avatars are, (b) explain how avatars can be a venue to explore concepts of identity for gifted students, and (c) suggest how educators can utilize the concept of avatars in their classroom activitie… Show more

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Cited by 6 publications
(1 citation statement)
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“…'Identity-Driven' design was a significant characteristic observed in 85% of the analyzed games. This design approach encompasses character customization, narrative choices reflecting the player's personal values or decisions, and game mechanics that adapt in response to the player's identity-related choices [69,70]. In these games, characters are portrayed not merely as protagonists, but also as friends, family members, or anthropomorphized animals, engaging in human-like interactions, as seen in Night in the Woods.…”
Section: Very Common Attributesmentioning
confidence: 99%
“…'Identity-Driven' design was a significant characteristic observed in 85% of the analyzed games. This design approach encompasses character customization, narrative choices reflecting the player's personal values or decisions, and game mechanics that adapt in response to the player's identity-related choices [69,70]. In these games, characters are portrayed not merely as protagonists, but also as friends, family members, or anthropomorphized animals, engaging in human-like interactions, as seen in Night in the Woods.…”
Section: Very Common Attributesmentioning
confidence: 99%