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STARK FINAL DISSERTATION.pdf (896.04 KB)
ETD Abstract Container
Abstract Header
A Day in the Life of a Sim: Making Meaning of Video Game Avatars and Behaviors
Author Info
Stark, Jessica
ORCID® Identifier
http://orcid.org/0000-0002-8975-5666
Permalink:
http://rave.ohiolink.edu/etdc/view?acc_num=antioch1497718914530561
Abstract Details
Year and Degree
2018, Psy. D., Antioch University, Antioch Seattle: Clinical Psychology.
Abstract
With video game usage--and criticism on its activity--on the rise, it may be helpful for the psychological community to understand what it actually means to play video games, and what the lived experience entails. This qualitative, phenomenological study specifically explores user behaviors and decisions in the simulated life video game, The Sims. Ten participants completed one- to two-hour long semi-structured interviews, and the data was transcribed, organized into 1,988 codes, which were clustered into 30 categories, and from which six themes ultimately emerged. These resulting themes are: self-representation; past, present, and future; purpose for play; self-reflection; co-creation; and familiarity. The essence of playing The Sims includes a degree of self-representation through gameplay choices, projecting one’s own past, present or future into the game, and play that is motivated by distinct reasons or benefits. Gameplay in The Sims also involves a sense of familiarity, the interaction of inspirations coming from both the user and the game, and the users’ reflections on the connection between themselves and the game. Relationships between the six resulting themes and the current literature on video game psychology are reviewed, and future research and clinical implications are discussed.
Committee
Jude Bergkamp, Psy.D. (Committee Chair)
Kirk Honda, Psy.D. (Committee Member)
Elizabeth Fanning, Ph.D. (Committee Member)
Pages
140 p.
Subject Headings
Artificial Intelligence
;
Psychology
Keywords
video games
;
The Sims
;
phenomenology
;
gamers
;
video game players
;
video game users
;
simulated life
;
qualitative
;
Sim
;
video game psychology
;
user behavior
;
lived experience
;
gameplay
;
self-representation
;
avatar
;
self-reflection
;
identity
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Citations
Stark, J. (2018).
A Day in the Life of a Sim: Making Meaning of Video Game Avatars and Behaviors
[Doctoral dissertation, Antioch University]. OhioLINK Electronic Theses and Dissertations Center. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1497718914530561
APA Style (7th edition)
Stark, Jessica.
A Day in the Life of a Sim: Making Meaning of Video Game Avatars and Behaviors.
2018. Antioch University, Doctoral dissertation.
OhioLINK Electronic Theses and Dissertations Center
, http://rave.ohiolink.edu/etdc/view?acc_num=antioch1497718914530561.
MLA Style (8th edition)
Stark, Jessica. "A Day in the Life of a Sim: Making Meaning of Video Game Avatars and Behaviors." Doctoral dissertation, Antioch University, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1497718914530561
Chicago Manual of Style (17th edition)
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Document number:
antioch1497718914530561
Download Count:
393
Copyright Info
© 2017, all rights reserved.
This open access ETD is published by Antioch University and OhioLINK.