Identifying with a character' but 'embodying an avatar': Differentiating relationships between players and their on-screen representations in video games
Keywords:
player experience, avatar, character, identification, embodiment, explicationAbstract
It is problematic to conflate "characters" and "avatars" by using them as synonyms for a player's on-screen representation, which can cause theoretical ambiguities and lead to inaccurate assessments of player experiences. This paper delineates these concepts, so that we can measure player experiences more accurately as either "character identification" or "avatar embodiment." We provide a theoretical analysis that establishes a clear and meaningful distinction between "characters" (parts of a game's narrative with predefined emotions and motives) and "avatars" (player representations that are manipulated, controlled, and customizable when brought into the gameworld). From this distinction, identification is understood as a player-character relationship (based on mental processes measured through the character's emotions, motives, and other story features); embodiment is a player-avatar relationship (i.e., the player's control or agency over this representation). We provide a theoretical framework (conceptualization) and vocabulary (operationalization) to more accurately understand, assess, and design player experiences.Downloads
Published
2026-06-16
Bibtex
@Conference{digra2824, title ="Identifying with a character' but 'embodying an avatar':
Differentiating relationships between players and their
on-screen representations in video games", year = "2026", author = "Kukshinov, Eugene and Bowman, Nicholas", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/2824}", booktitle = "Proceedings of DiGRA 2026"}
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Papers
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