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"I am the character, the character is me": A thematic analysis of the user-avatar relationship in videogames.

Kim SzolinDaria J. KussFilip M. NuyensMark D. Griffiths
Published in: Comput. Hum. Behav. (2023)
Keyphrases
  • video games
  • human computer interaction
  • data analysis
  • user interface
  • printed characters
  • relevance feedback
  • virtual environment