Construcción de identidad virtual del yo en videojuegos en línea: un protocolo de estudio de la técnica de la rejilla

DOI:

https://doi.org/10.51698/aloma.2022.40.1.9-21

Palabras clave:

MMORPG, inmersión, constructos personales, yo real, yo ideal

Resumen

El objetivo de este proyecto es estudiar el papel que juegan los videojuegos online en la forma en que las personas construyen sus identidades. Más concretamente, el proyecto pretende estudiar cómo las personas utilizan los videojuegos online y los avatares virtuales para explorar identidades alternativas. Es posible que las personas manifiesten versiones completamente diferentes de sí mismas a través de sus personajes virtuales. A veces, esas identidades alternativas pueden ser una proyección de lo que los jugadores consideran versiones ideales de sí mismos. Varias variables pueden fortalecer o dificultar esta capacidad de proyectar el yo ideal en un “yo virtual” personalizable. Algunos de estos factores son inherentes al individuo, mientras que otros pueden estar más relacionados con el juego específico que juegan. La técnica de cuadrícula de repertorio se utilizará para explorar los sistemas de construcción de los jugadores de videojuegos en línea y comprender su necesidad de explorar identidades alternativas a través de sus personajes de videojuegos. También se administrarán otros instrumentos para medir el grado de inmersión que experimentan los jugadores, para determinar qué aspectos del juego les atraen más y para recopilar datos sobre su grado de bienestar psicológico subjetivo, todo con el fin de evaluar cómo estas variables, además de las demás extraídas de la grilla del repertorio, pueden incidir en esta exploración identitaria.

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Publicado

2022-05-12

Número

Sección

Psicologia