Still working on catching up, but recently found this discussion:
Video Games Let You Be All You Can Be - so do I want my Avatar to be my ideal self ("I always wanted to be an female elf with blue hair, which cheekbones just like David Coultard or Kryten") or do we go with defaults/random just to get into the game.
Is it about projecting yourself into the environment (but then mostly see the back of your head) or is this all part of the "caring for the character" that draws you deeper in?
For those who don't get my references, here's a prime example:
#7983283 Jun 14, 2013 at 04:21 AM · Edited over 7 years ago
This show is coming to you from the annual Games for Health meeting. This is a group of researchers, developers and service workers who are examining video game play as a way to service health needs. This show starts with a brief summary of the keynote by Martin Seligmann, world renowned positive psychology innovator. Then there is an interview with Debra Lieberman of the University of California, Santa Barbara. She is director of the Health Games Research initiative. In our interview we talk about the field of health games and of the psychology of avatars. These are our online characters. They can be a game based character, or facebook information, or an alias in a chat room. Our identification with these characters is part of the reason why they can benefit or possibly harm our offline selves.
Denise Doyle, of the School of Art and Design at the University of Wolverhampton in the United Kingdom is my guest this time. I met up with Denise at the April 2012 “Towards a Science of Consciousness” meeting in Tucson, AZ. She is a contributor to my forthcoming book, “Video Game Play and Consciousness” from NOVA Science Publishers. Her chapter and topic of our conversation is entitled, “Transitional Spaces: Consciousness, the Imagination, and the Avatar-Mediated Experience”. As an artist and scholar she brings a unique perspective to the investigation of video game play and realities. We consider how remarkably easy it has become for us all to enter into the online virtual worlds in our “avatar” bodies.