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Original Articles

Avatarculture: Narrative, power and identity in virtual world environments

Pages 560-594 | Published online: 07 Dec 2010

Keep up to date with the latest research on this topic with citation updates for this article.

Read on this site (9)

Milena Heinsch, Jenny Geddes, Dara Sampson, Caragh Brosnan, Sally Hunt, Hannah Wells & Frances Kay-Lambkin. (2021) Disclosure of suicidal thoughts during an e-mental health intervention: relational ethics meets actor-network theory. Ethics & Behavior 31:3, pages 151-170.
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Rosa Mikeal Martey, Jennifer Stromer-Galley, Jaime Banks, Jingsi Wu & Mia Consalvo. (2014) The strategic female: gender-switching and player behavior in online games. Information, Communication & Society 17:3, pages 286-300.
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Zhi-Jin Zhong & Mike Zhengyu Yao. (2013) Gaming motivations, avatar-self identification and symptoms of online game addiction. Asian Journal of Communication 23:5, pages 555-573.
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David W. Hill. (2013) Avatar Ethics: Beyond Images and Signs. Journal for Cultural Research 17:1, pages 69-84.
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Kevin M. Sherman. (2010) IMITATING THE NATION-STATE. Information, Communication & Society 13:6, pages 844-869.
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Allison Christian. (2005) Contesting the myth of the ‘wicked stepmother’: narrative analysis of an online stepfamily support group. Western Journal of Communication 69:1, pages 27-47.
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Lawrence Angus , Ilana Snyder & Wendy Sutherland‐Smith. (2004) ICT and educational (dis)advantage: families, computers and contemporary social and educational inequalities. British Journal of Sociology of Education 25:1, pages 3-18.
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Articles from other publishers (24)

Kyoko Koma. 2023. Sustainability Challenges in the Fashion Industry. Sustainability Challenges in the Fashion Industry 187 202 .
Carley Geiss & Justine E. Egner. (2021) Examining Organizational Narratives: Public Appeals of Morality, Emotions, and Medical Logic in the Case of Sex Work for Disabled Clients*. Sociological Inquiry 92:3, pages 1029-1052.
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Merrill L. JohnsonMerrill L. Johnson. 2022. Social Virtual Worlds and Their Places. Social Virtual Worlds and Their Places 125 210 .
Lesley Procter. (2020) I Am/We Are: Exploring the Online Self-Avatar Relationship. Journal of Communication Inquiry 45:1, pages 45-64.
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Emmanuel Fokides. (2020) My avatar and I. A study on avatars, personality traits, self-attributes, and their perceived importance. Journal of Ambient Intelligence and Humanized Computing 12:1, pages 359-373.
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Mahsuumeh Daiiani. (2018) Avatar Versus Self The Correlation of Iranian Digital Role-Players with Self-Estrangement and Identity Crisis. Avatar Versus Self The Correlation of Iranian Digital Role-Players with Self-Estrangement and Identity Crisis.
Tiziana Mancini & Federica Sibilla. (2017) Offline personality and avatar customisation. Discrepancy profiles and avatar identification in a sample of MMORPG players. Computers in Human Behavior 69, pages 275-283.
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Michael P. McCreery, David B. Vallett & Cynthia Clark. (2015) Social interaction in a virtual environment: Examining socio-spatial interactivity and social presence using behavioral analytics. Computers in Human Behavior 51, pages 203-206.
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Peter Nagy & Bernadett Koles. (2014) “My Avatar and Her Beloved Possession”: Characteristics of Attachment to Virtual Objects. Psychology & Marketing 31:12, pages 1122-1135.
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Peter Nagy & Bernadett Koles. (2014) The digital transformation of human identity. Convergence: The International Journal of Research into New Media Technologies 20:3, pages 276-292.
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David R. Dietrich. (2013) Avatars of Whiteness: Racial Expression in Video Game Characters. Sociological Inquiry 83:1, pages 82-105.
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Jesse Fox & Sun Joo Ahn. 2013. Handbook of Research on Technoself. Handbook of Research on Technoself 255 271 .
Caroline Pelletier & Natasha Whiteman. 2012. Constructing the Self in a Digital World. Constructing the Self in a Digital World 195 221 .
Michael P. McCreery, S. Kathleen Krach, P.G. Schrader & Randy Boone. (2012) Defining the virtual self: Personality, behavior, and the psychology of embodiment. Computers in Human Behavior 28:3, pages 976-983.
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Karen A. Cerulo. (2011) Social Interaction: Do Non‐humans Count?. Sociology Compass 5:9, pages 775-791.
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Hee-Woong Kim, Sumeet Gupta & Joon Koh. (2011) Investigating the intention to purchase digital items in social networking communities: A customer value perspective. Information & Management 48:6, pages 228-234.
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Michael P. McCreery, P. G. Schrader & S. Kathleen Krach. (2011) Navigating Massively Multiplayer Online Games: Evaluating 21st Century Skills for Learning within Virtual Environments. Journal of Educational Computing Research 44:4, pages 473-493.
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Mia Consalvo. 2011. The Handbook of Internet Studies. The Handbook of Internet Studies 326 347 .
Caitlin McLaughlin, Jessica Vitak & Julia Crouse. (2011) Online Identity Construction and Expectation of Future Interaction. Online Identity Construction and Expectation of Future Interaction.
Karen A. Cerulo. (2009) Nonhumans in Social Interaction. Annual Review of Sociology 35:1, pages 531-552.
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Brian Wilson. 2008. Tribal Play: Subcultural Journeys through Sport. Tribal Play: Subcultural Journeys through Sport 135 152 .
Lawrence Angus. 2007. Grenzenlose Cyberwelt?. Grenzenlose Cyberwelt? 15 29 .
Lawrence Angus, Wendy Sutherland-Smith & Ilana Snyder. 2004. Ethnographies of Educational and Cultural Conflicts: Strategies and Resolutions. Ethnographies of Educational and Cultural Conflicts: Strategies and Resolutions 45 66 .
Caroline Haythornthwaite & Haythornthwaite Wellman. 2002. The Internet in Everyday Life. The Internet in Everyday Life 1 41 .

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