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Paper Session 2: The Dark Side of Play CHI PLAY '20, November 2–4, 2020, Virtual Event, Canada

Your Own Worst Enemy: Implications of the Customization,


and Destruction, of Non-Player Characters
Daniel Pimentel Sri Kalyanaraman
School of Journalism & Communication Media Effects & Technology Lab
University of Oregon University of Florida
Portland, Oregon, USA Gainesville, Florida, USA
pimend@uoregon.edu sri@jou.ufl.edu

ABSTRACT
Customization interfaces allow players to tailor character
appearance to represent desired self-concepts, increasing character
identification and contributing towards enjoyment. Yet, despite
their ubiquity, such interfaces seldom allow modification of non-
player characters (e.g., in-game enemies). A between-subjects
experiment (N=34) examined affective/cognitive responses to
customizing and destroying enemies in a custom-built game.
Participants created characters representing either a positive
(confidence) or negative (anxiety) self-concept, and subsequently
destroyed it during gameplay. Players reported greater
identification, attitudes, enjoyment, and reduction in negative
affect (anxiety) when customizing characters representing
confidence, whereas anxiety characters increased negative affect.
Affective responses to destruction varied based on self-concept.
Destroying confidence characters increased negative affect,
whereas negative affect was slightly reduced after destroying
anxiety characters. Both groups evaluated the game favorably and
exhibited similar purchase intentions. Results suggest that players
prefer creating enemies in their (ideal) image like they do their
own avatars. Avenues for future research are discussed.
Figure 1: Participants customized and destroyed in-game
CCS CONCEPTS enemy characters representing either a positive
(confidence: top) or negative self-concept (anxiety:
• Human-centered computing • Empirical studies in HCI • Applied
bottom).
Computing  Computer games
Symposium on Computer-Human Interaction in Play - CHI PLAY
KEYWORDS ’20, November 1–4, 2020, Ottowa, Canada. ACM Press, NY, NY,
Customization; NPC; Affect; Destruction; Identification; Games USA, 14 pages. DOI: 10.1145/3410404.3414269
ACM reference format:
Daniel Pimentel and Sri Kalyanaraman. 2020. Your Own Worst
1 Introduction
Enemy: Implications of the Customization, and Destruction, of Among the bestselling video games throughout the 2010’s are
Non-Player Characters. In Proceedings of the 2020 Annual titles as diverse as their fan bases, with themes ranging from
Nordic action-adventure (e.g., God of War) to first-person shooters
Permission to make digital or hard copies of all or part of this work for personal (e.g., Call of Duty: Modern Warfare). A major
or classroom use is granted without fee provided that copies are not made or commonality across these titles is the affordance of customization,
distributed for profit or commercial advantage and that copies bear this notice
and the full citation on the first page. Copyrights for components of this work or the ability for players to create and/or modify in-game content
owned by others than the author(s) must be honored. Abstracting with credit is (e.g., characters, environments, objects) to match desired aspects of
permitted. To copy otherwise, or republish, to post on servers or to redistribute the player’s identity or self-concepts [36]. Of particular interest to
to lists, requires prior specific permission and/or a fee. Request permissions from
Permissions@acm.org. this investigation is character customization, whereby players can
CHI PLAY ’20, November 1–4, 2020, Ottowa, CAN actively manifest their self-concepts, such as an actual or desired
© 2020 Copyright is held by the owner/author(s). Publication rights licensed to ACM.
ACM ISBN 978-1-4503-8074-4/20/11…$15.00.
aspect of their identity, onto a virtual character.
DOI: https://doi.org/10.1145/3410404.3414269

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Paper Session 2: The Dark Side of Play CHI PLAY '20, November 2–4, 2020, Virtual Event, Canada

While still considered an overlooked topic of study [56–58], cues such as scars are considered “an inappropriate feature” within
character customization is known to have profound effects on how the context of avatar customization systems [18, p. 100].
players experience a game, its story, and its characters. Chief
Collectively, these factors have encouraged the gaming
among those effects is the connection established with a game
industry to cater to the user’s self-representation; the primary goal
character after having a vested stake in its creation. In modifying
of customization interfaces being to increase identification with
characters to represent aspects of the user’s identity, characters
one’s character [68]. However, in-game enemies, like players, are
and their experiences become more self-relevant [16] which
central to the game experience and can be similarly imbued with a
contributes to engagement [61] and enjoyment [19,40,50].
variety of (un)desirable self-concepts capable of influencing
Furthermore, players’ emotional responses to in-game events are
affective and cognitive responses to the story. For example, in high
amplified when using customized versus assigned characters [2].
fantasy games (e.g., The Elder Scrolls: Morrowind), enemies can be
Mere affordance of customization heightens connection to a depicted as muscular warriors or atrophied, dehumanized
game character, though the nature of that connection is contingent creatures. Should players have input in the enemy creation
on what aspects of the player’s identity serves as the basis for its process, how would this influence the user experience?
creation. That is, a player’s design decisions shape how they
As noted in a recent review of virtual character literature,
experience the created character and game events. For example,
“researchers should consider and attempt to illuminate both the
creating characters to represent or embody socially desirable self-
intended and unintended effects of avatars” [16, p. 42]. Indeed,
concepts (e.g., traits such as muscularity, health-consciousness)
while not customization per se, a recent study has explored player
can contribute to positive outcomes both within the game and in
identification with enemies based on gender [72]. Building off of
the real world [46,73]. Conversely, if a character’s appearance
this work, this research seeks to address this gap in literature by
veers from a desired self-concept, research suggests users
examining character customization in a novel context: the
experience negative outcomes, such as decreased body satisfaction
psychological and physiological effects of creating and destroying
and mood [71]. In sum, convergence between a player’s self-
in-game enemy characters. To investigate the implications of
concept(s) and their customized character can significantly
enemy customization, this study presents findings from a
influence attitudes, behaviors, and cognitions [4].
controlled lab experiment whereby players customized characters
Contemporary literature on avatar customization succeeds at to represent either a positive (confidence) or negative (anxiety)
highlighting the implications of creating and controlling an in- self-concept, and subsequently destroyed them in a custom-built
game protagonist. Despite the ubiquity of customization interfaces video game.
and their known effects, one unique affordance continues to elude
the modern gamer: the ability to customize the antagonist(s). 2 Related Work
Modern games seldom afford players the capacity to tailor in-
game enemies as they do their own characters, and for good 2.1 The Self in Digital Games
reason. For one, enemies are, by design, created to reach their 2.1.1 Character Customization as Self-regulation
demise at the hands of the protagonist. Considering that Self-concepts comprise a person’s beliefs regarding their unique
customization increases attachment to characters, and character attributes and qualities [53] which store abstract and concrete
death creates negative affect by serving as a separation, rather views about the “self” [54]. According to self-discrepancy theory
than merger, of a player-avatar relationship [24], it is presumed (SDT) [29], the self can be delineated across three dimensions: the
that players may not desire to see a customized character actual, ought, and ideal self. These dimensions capture
destroyed. Indeed, psychological research suggests that investing (un)desirable self-attributes that you believe you possess (actual),
in the customization of something that will ultimately be discarded should possess (ought), or hope to possess (ideal). For example,
may offset any benefits accrued during its creation [62]. competence and attractiveness (socially desirable), as well as
Second, mainstream games seldom provide players with a socially undesirable self-concepts such as depression [69] and
dedicated user interface to customize enemy characters, with few anxiety[74], all form part of one’s identity. It is important to note
exceptions. For example, games like RPG Maker allow players to that desirability, as used herein, refers to the social perceptions of
create enemies using their own art design. Games like Skyrim host internal feelings associated with experiencing the state or trait,
modding communities that leverage tools outside of the original rather than an assessment of an individual as a whole.
game to alter game content, such as modifying non-player In virtual worlds, users are able to project a wide range of self-
characters (NPCs), though dedicated interfaces for enemy creation concepts onto their virtual characters, the objects they use, and
remain absent in most mainstream games. Third, customization even their environments, through customization interfaces. In
interfaces in contemporary games are exclusively geared towards online communities like Second Life, players are able manifest
(a) customizing the player’s character, and (b) limit customization abstract self-concepts such as sophistication or a disability [39] by
parameters to desirable traits (e.g., attractiveness, strength). customizing their character’s body, accessories, and homes [60].
Customization interfaces seldom allow undesirable self-concepts Players can also effectively imbue self-concepts onto non-human
to be imbued onto characters (e.g., deformities), and even subtle characters in games like Spore, where the customization interface
provides a high degree of phenotypic malleability [59]. This

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Paper Session 2: The Dark Side of Play CHI PLAY '20, November 2–4, 2020, Virtual Event, Canada

process of anthropomorphism, or imbuing human-like qualities may in turn affect the strength of the emotional valence
onto non-human entities, has been shown to contribute to experienced, whether positive, negative, or both” (p. 282).
favorable player experiences [38].
While character customization increases identification and is
In this way, virtual content, whether one’s character or their an inherently enjoyable experience [28], affective responses may
personalized gear, serve as rhetorical devices signaling self- vary based on what self-concepts are accessed during character
concepts through salient cues embedded during customization creation. For example, if players are creating a character rooted in
[75]. Moreover, the resulting player-character merger is capable of a desirable self-concept (e.g., happiness), players must continually
influencing how individuals feel about themselves and their virtual access self-relevant experiences to serve as inspiration for design
experiences [3,47]. One of the ways in which character decisions. Accessing memories rooted in a desirable self-concept
customization influences players’ subsequent gaming experience have ultimately been shown to contribute to positive moods [34].
can be understood through a process outlined in SDT: self- Conversely, if individuals customize a character to represent a
regulation. negative or undesirable self-concept (e.g., anxiety), previous
research suggests the process of creation should elicit negative
Self-regulation refers to the active management of one’s self-
affect [14]. These insights dovetail into how users ultimately
perception to ensure that it is in line with a desired standard [9]. In
experience the process of creation and subsequent gameplay, as
virtual worlds, character customization interfaces allow players to
mood significantly influences information processing [8].
reduce player-character discrepancies and create congruence
between their character and the self-concept(s) it embodies. For In sum, through customization users are able to selectively
example, World of Warcraft players can actively customize their imbue virtual characters with salient sensory cues that signal an
virtual characters to match idealized self-concepts, which aspect of the creator’s identity. Furthermore, these identity cues
contributes to psychological well-being [5]. Conversely, players can be rooted in positive or negative self-concepts, which
may create a character to accurately represent their actual self (via presumably increase identification. While extant literature has
3D body scanning), though this may yield negative effects (e.g., primarily examined the implications of customizing player-
body dissatisfaction, negative mood) if the player desires idealized controlled characters (avatars), it can be argued that customization
self-concepts represented [71]. contributes to identification with non-playable characters (e.g.,
enemies) as well. Indeed, identification as a construct within media
2.1.2 Character Customization and Identification
studies has been used to examine relationships between observers
The direction and magnitude of a created character’s impact on and TV characters, both human and non-human [30]. Considering
the player’s experience is also influenced by the degree to which the aforementioned discussion, we propose the following
they identify with the character. Character identification is defined hypotheses.
as a congruence or subjective sense of self-similarity between the
player and character [51]. When players identify with characters, H1: Customizing a character based on a positive rather than
they value an aspect of the character’s salient identity cues [48]. negative self-concept will lead to greater physiological arousal.
Identification is also associated with heightened emotional H2a: Customizing a character based on a negative self-concept
connections to the character [10], and player enjoyment [19]. will increase negative affect.
Identification can be delineated across two dimensions: H2b: Customizing a character based on a positive self-concept
similarity and wishful identification [31]. Similarity identification will decrease negative affect.
refers to the extent to which the player views the referent H2c: Players customizing a character based on a negative self-
character as self-similar [51]. Conversely, wishful identification is concept will report greater negative affect than those based on a
aspirational, defined as the player’s desire to emulate or be more positive self-concept.
like the character [44]. By imbuing characters with actual or H3: Players will identify more with customized characters
aspirational self-concepts, customization interfaces effectively imbued with positive rather than negative self-concepts.
allow for heightened similarity or wishful identification, H4: Players will have more favorable attitudes towards
respectively. Indeed, previous work has provided ample evidence customized characters imbued with positive rather than negative
demonstrating how character customization contributes to both self-concepts.
dimensions of identification [e.g., 5,8,11,25]. 2.2 Effects of Destroying Customized Characters
The implications of character customization also extend to A residual effect of heightened connection to customized
player physiology. Previous work has shown that physiological characters is that affective responses to events befalling them may
responses during gameplay can vary based on customization, be augmented – for better or for worse. As previously mentioned,
albeit when the character is controlled by the player. For example, players’ emotional responses to in-game events are amplified
when players use a customized character in online games, skin when using customized versus assigned characters [2]. In the
conductance diminishes at a slower rate compared to those using context of in-game enemies, an inevitable outcome of interest is
pre-made characters [2]. As the authors note, “customizable games their temporary or permanent death. Character death is a
may make the experience more sympathetically arousing, which ubiquitous and essential feature in video games and can have
varied affective and cognitive implications for players [7].

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Paper Session 2: The Dark Side of Play CHI PLAY '20, November 2–4, 2020, Virtual Event, Canada

Figure 2: Graphical flow chart depicting all experimental procedures and associated steps.

Research on character death in games can be delineated across avatar breaks down in the moment of the avatar’s death” [58, p.
three primary streams: death of the player (self), death of an 98], the impact of this detachment should vary based on whether
enemy, and death of innocent NPC [41]. While no studies to the the character is representative of a positive or negative self-
best of our knowledge have investigated responses to destroying concept. It is important to note that the terms “positive” and
customized characters, extant literature on how players respond to “negative” do not signal goodness or badness of individuals
the death of their character provides valuable insight. While experiencing states of anxiety or confidence. Rather, these terms
customized characters in certain online games may be “throw- reflect the emotional valence of responses during those states,
away experiments” [12, p. 1156], players can feel sadness upon the acknowledging that meanings attached to those experiences can
loss of their character. For idealized characters, customization vary in retrospect. Given this discussion, we propose the following
elicits a higher level of attachment from the player, and therefore hypotheses:
their loss may produce a more negative reaction as death
H5: Destroying a character imbued with negative rather than
demarcates the player-avatar relationship [24]. In games like Dayz,
positive self-concepts will lead to greater physiological arousal.
players often become attached to their customized characters, and
H6a: Destroying a character imbued with negative self-
feel a sense of detachment upon their death, along with other
concepts will decrease negative affect.
negative emotions (e.g., sadness) [1].
H6b: Destroying a character imbued with positive self-
Extant literature on death of NPCs also reveals insight into concepts will increase negative affect.
how players may respond to destroying customized enemies. For H6c: Players destroying a character imbued with negative
example, destroying or harming virtual enemies can elicit negative rather than positive self-concepts will report less negative affect.
feelings of distress and guilt [25]. Killing innocent players has also H7: Identification will mediate the effects of H6.
been considered counter hedonic [64], though repeated H8: Players will have more favorable attitudes towards games
destruction leads to habituation such that less negative emotions involving a character imbued with positive rather than negative
(guilt) are felt over time [23]. Ultimately, the aforementioned self-concepts.
studies pertain to destroying characters that are neither
customized nor self-relevant, overlooking identification with the 3 Methods
destroyed character. While little is understood regarding the
effects of destroying an NPC or enemy that was customized by the 3.1 Overview
player, returning to SDT yields insight into psychological A 2-condition (self-concept: anxiety vs. confidence) between-
responses to destroying things that represent one’s identity. subjects experiment was conducted in a controlled lab setting to
examine the effects of customizing and destroying game
As previously mentioned, character customization can yield characters representing a player’s negative (anxiety) or positive
psychological benefits by reducing player-character discrepancies. (confidence) self-concept (see Figure 1 for examples).
Conversely, the character’s subsequent destruction may come to
influence players by increasing those discrepancies. Furthermore, 3.2 Participants
the direction of the affective response should vary according to Participants (N = 34) were recruited via an undergraduate student
what self-concept serves as the basis for the character’s creation. research pool and provided course credit in exchange for
This assumption is supported by literature in emotional regulation. completing the study. A total of 25 female (9 male) students (Mage
Cognitive and behavioral science studies have shown that = 20.18; SD = 1.62) participated in the roughly 45-minute
mental detachment from a disliked or feared “self” can serve a experiment. On average, participants played a half an hour of
means by which to improve emotional states [35]. If destruction video games per day (MHours = .49, SD = .892).
decouples the player-character bond, it may produce positive 3.3 Procedures
affective responses (or reduce negative affect) when the destroyed
character is based on a negative or undesirable self-concept (e.g., Upon arrival, participants were informed of the general purpose of
anxiety, depression) rather than a positive self-concept (e.g., the study: to play and evaluate a video game currently under
confidence). Put differently, if “identification of the player with the development by a (fictional) game development company.

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Paper Session 2: The Dark Side of Play CHI PLAY '20, November 2–4, 2020, Virtual Event, Canada

Figure 3: Screenshot of the physiological monitoring


system showing first-person perspective of the player
when encountering the character (a), live video of the
Figure 4: Overview
participant of key game
and experimental events.
set-up Players begin in a space station (a), teleport to an unknown planet (b) to
(b), physiological
identify (c) and capture (s) the
data output (c,d) and time stamps (e).lifeform (the user-created character). Players then return to the space station and
navigate towards the specimen wing (e) where they subsequently scan and destroy the creature using a toxic freezing
gas released by the player (f).

After reading and signing the informed consent form, participants instructions on how to customize their character; creating it to
then completed a pre-questionnaire (T1) assessing various visually represent either a negative (anxiety condition) or positive
demographic and control variables (e.g., baseline anxiety) at a (confidence condition) self-concept. Participants were given 10
designated computer station (station 1). Upon completing the pre- minutes to create a character, though they were able to notify the
questionnaire, participants were then taken to a separate section researcher if they were finished prior to the time limit. Prior to
of the laboratory (station 2) equipped with a gaming PC wherein beginning the customization task, participants were equipped with
they would complete the customization phase of the experiment, the physiological monitoring sensory (i.e., Shimmer), which was
as well as be equipped with the physiological monitoring strapped to the participant’s non-dominant hand to limit the
equipment (T2). Furthermore, station 2 featured a fixed camera to amount of noise produced during customization. After completing
record the participant and the screen during customization and the customization phase, the researcher helped unequip the
gameplay (Figure 3). This allowed the researchers to cross- physiological monitoring equipment, and escorted the participant
reference GSR activity with key moments during gameplay. An to station 1 to complete a second questionnaire (T3).
overview of the experimental procedures is shown in Figure 2.
3.3.2 Integrating Player Characters into the Game
3.3.1 Customization Phase During the period where the participant completed the second
After transitioning to station 2, participants were informed that, questionnaire in station 1, the researcher exported the
prior to playing and evaluating the video game prototype, they participant’s character from Spore (Figure 1) onto the desktop
were to create a game character for use within that game. (station 2) for animation and integration into the game (T3). The
Specifically, participants were told that the character creation animations for the character were adapted from an animation
feature was still under development and that they would be using library (Mixamo). To ensure that the animations worked with all
a separate game system to create the character, after which the of the created characters, participants were instructed to provide
researcher would manually integrate the created character into the their characters with key baseline features, namely a head, two (2)
game prior to the user’s playthrough. Afterwards, participants arms, and two (2) legs. Tails were allowed as well. Characters were
were provided with written instruction on how to use the exported as a .DGA file and subsequently imported into Adobe
character creation system on the PC. Character customization was Photoshop so that they could be exported as a .OBJ file. During
facilitated using a separate game from the one created by the this transition, the researcher logged the overall 3D volume of the
researchers: Electronic Arts’ Spore. Participants were told that the character using the metric dimensions provided by Adobe
reason for this was that the game they were to actually play is still Photoshop upon import. After exporting the .OBJ version of the
developing their customization interface, but that the final version character, the researcher then imported the character into Mixamo
of the character creation feature will be implemented into later for rigging, allowing for the stock animations in the game to work
iterations of the game. Spore was chosen because it provides with the avatar. After processing, the rigged character was
players with a high degree of customization over the characters, exported back into the PC for integration into the game. The game
and the ability to export the complete 3D model. was developed such that the researcher could drag-and-drop each
participant’s rigged character into the scene with minimal work.
Each participant was provided with (a) explicit instructions on In total, the exporting, rigging, and integration of the character
how to use features within Spore to create a character, and (b) took between 5-7 minutes, which was ample time considering the
nd
guidelines for the subsequent customization of the character. That participant was completing the 2 online questionnaire
is, participants were randomly assigned one of two sets of concurrently. After the participant completed the second

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Paper Session 2: The Dark Side of Play CHI PLAY '20, November 2–4, 2020, Virtual Event, Canada

questionnaire, the researcher re-equips the participant with the Table 1: Mean Scores
physiological monitoring equipment. After ensuring that the Anxiety Confidence
equipment was functioning, the researcher informed the Measure (N = 17) (N = 17) t(32) p
participant that they could begin playing the game (T4; Figure 3). M (SD) M (SD)
Perceived
3.3.3 The Stimulus Material: Overview of the Video Game 4.55 (1.62) 4.83 (1.33) -.55 .583
Customization
An open-world space exploration game was developed for use
Anxiety T1 13.58 (5.63) 10.76 (5.32) 1.5 .143
within this experiment. The game was developed using Unity 3D
Anxiety T3 16.41 (7.17) 8.82 (3.76) 3.86 .001
software for use with a PC and an accompanying XBOX a
Anxiety Δ T1-3 -2.82 (5.8) 1.94 (3.3) -2.94 .006
controller. The Unity Asset Store was used to purchase 3D models
used in the game environment (e.g., space station). Players control Anxiety T5 17.11 (6.99) 15.82 (6.45) .56 .579
a
an unnamed space explorer from a first-person perspective. The Anxiety Δ T3-5 -.71 (6.35) -7 (5.36) 3.12 .004
player is equipped with a heads-up display (HUD) that provides Enjoyment 4.25 (1.43) 5.48 (1.49) -2.45 .02
in-game instructions and task-specific information throughout the Attitudes 3.13 (1.45) 5.33 (1.31) -4.62 .000
experience. Furthermore, a synthetic artificial intelligence (AI) Character
1.63 (.68) 2.95 (1.07) -4.03 .000
assistant is integrated into the HUD and accompanies the player, Identification
providing key information via dialogue. The AI’s dialogue was Wishful
1.69 (.73) 3.51 (1.34) -4.87 .000
created using an online text-to-speech voice synthesizers and Identification
edited using Adobe Audition. Similarity
1.56 (.82) 2.4 (0.92) -2.8 .009
Identification
Upon arriving at the computer station, players are presented GSR Peaks 15.52
with an introductory screen informing them that the game is a 14 (11.61) .385 .703
(Customization) (11.56)
prototype and that their feedback will be integrated into future GSR Peaks
iterations of the game. After agreeing to continue, players emerge 4.47 (5.31) 4.82 (3.54) -.22 .821
(Encounter)
in a space station orbiting an earth-like planet, which is shown via GSR Peaks
a hologram shown to the player (Figure 4a). After investigating the 1.06 (1.43) 1.65 (1.83) -1.04 .306
(Destruction)
hologram, the player receives instruction that there has been an Character Size 3.71 (2.3) 3.66 (.22) .59 .593
unidentified lifeform detected on the surface, and that the player’s Perceived Size
mission is to investigate, scan, capture, and return the creature to 11.31 (5.89) 8.82 (3.46) 1.49 .144
(feet)
the ship for analysis and subsequent destruction. Afterwards, the Purchase 17.12
player boards a ship and emerges on the surface of the planet 22.41 (15.33) -1.08 .286
Intention ($) (12.99)
(Figure 4b). Using the HUD, and assisted by the AI dialogue, the Purchase
user avoids acidic water and solves simple puzzles to discover the 4.19 (1.46) 4.31 (1.39) -.24 .812
Intention
creature (Figure 4c). Once discovered, the player scans the creature
Desire to
and subsequently calls for the ship to capture the creature (Figure 4.25 (1.04) 4.47 (1.13) -.41 .684
Customize NPCs
4d). Once captured, the player boards the ship and navigates to the a
examination wing of the vessel where he/she then scans and Negative score indicates an increase in state anxiety.
destroys the creature via toxic gas (Figure 4e). After successfully
terminating the creature (Figure 4f), the player’s screen fades to 3.4.2 Arousal: Galvanic Skin Response (GSR)
black and they are thanked for completing the demo. The To assess the intensity of players’ affective responses to (a)
researcher then escorts the participant to station 1 to complete the customizing, (b) encountering and (c) destroying their customized
third and final questionnaire (T5). characters, we leveraged the physiological monitoring suite
3.4 Measures provided by iMotions. The suite provides real-time tracking of a
single user’s electrodermal data, namely galvanic skin response
3.4.1 STAI (GSR). GSR data is recorded at sampling rates from 1 – 10 Hz
The State-trait Anxiety Inventory (STAI) measures, via self-report, measured in units of micro-Siemens (μS). Specifically, this study
an individual’s current level of anxiety, as well as trait aspects of used the Consensys GSR by Shimmer, a mobile sensor which
anxiety. The STAI served as a repeated measure, employed prior connects two electrodes to the participant’s non-dominant, palm
to the experiment (T1), immediately after customization (T3), and side of the index and middle finger and relays GSR data to the
immediately after destroying the character (T5). The STAI score iMotions software for analysis. Changes in GSR activity in
used in subsequent analyses was comprised of the sum of response to stimuli are referred to as event-related skin
participants’ ratings on each of the 5 7-point Likert scale items conductance responses (ER-SCRs), or GSR peaks, and provide
adapted from [55] (α = .81). Higher scores indicated higher levels insight into how participants’ arousal fluctuates as a function of
of negative affect (state anxiety). Items measured the level of key events (i.e., character customization, encounter and
agreement with a variety of statements, such as “I feel tense,” and destruction). Peak onset and offset values were calibrated and
“I am worried.” provided as a standard setting within the iMotions suite. That is, a

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Paper Session 2: The Dark Side of Play CHI PLAY '20, November 2–4, 2020, Virtual Event, Canada

peak was only logged if the amplitude was above the established Table 2: Hypotheses
threshold, or 0.0005 above onset [33]. This data was subsequently
Hypothesis Supported
exported to IBM SPSS where an aggregate measure of GSR peaks
was created corresponding with the three specified events (i.e., H1*: Customizing a + character will lead to greater
No
customization, encounter, destruction). As there is a latency period arousal than a – character.
between 1-5 seconds between a stimulus onset and a deviation in H2a: Customizing a - character will ↑ negative affect. Yes
the GSR signal, peaks attributed to both the encounter and
destruction events involved manually identifying the event time, H2b: Customizing a + character ↓ negative affect. Yes
and aggregating registered peaks that fell within the 10-second H2c: Customizing a – versus + character will ↑
Yes
range. This approach to GSR measurement during video gameplay negative affect.
is based off of similar experimental studies [e.g., 60].
H3: Players will identify more with + characters. Yes
3.4.3 Perceived Customization H4: + characters will engender ↑ favorable attitudes. Yes
A 5 item 7-point Likert scale item measured participants’ level of
H5: Destroying a - character will ↑ arousal. No
agreement with the following statements: “The creature was
personalized according to my feelings.” The item was adapted H6a: Destroying a - character ↓ negative affect. No
from [37] (α = .81). H6b: Destroying a + character ↑ negative affect. Yes
3.4.4 Character Identification H6c: Players destroying a – character will report less
No
Identification with the customized character was delineated across negative affect than those destroying a + character.
two dimensions: wishful and similarity identification. Wishful H7: H6 will be mediated by character identification. Yes
identification was measured via a 5-item 7-point likert scale (α =
H8: Games involving – characters will elicit less
.92) adapted from [51]. Items measured the level of agreement with
purchase intentions than those involving + No
various statements related to perceptions of the creature, such as “I
characters.
wish I could be more like the character,” and “I imagine myself in
*The +/-refers to the positive (+) or negative (-) self-concept used.
the character’s place”. Similarity identification was adapted from
[51] who conceptualized similarity identification as self-avatar
3.4.8 Character Size
congruence. A 6-item 7-point Likert scale (α = .95) assessed
participants’ agreement with various statements, including “I felt Given the wide variety of character features afforded to
connected to the character,” and “The character represented me as participants, we assessed multiple measures of character size. First,
a unique individual.” objective size was assessed by exporting the customized character
model from Spore in a .DAE format. This file was then imported
3.4.5 Attitudes into Adobe Photoshop to extract volumetric data, provided in 3D
Attitudes towards the character were measured via a 12-item 7- units (millimeters), which was subsequently log-transformed.
point Likert scale measuring users’ level of agreement with Subjective (or perceived) size, measured at T5, was assessed with a
various statements including, “the character was appealing,” and 1-item measure asking participants to estimate the characters in-
“the character was interesting” (α = .97) [37]. game size in feet. Objective/subjective size allowed to conduct
exploratory analyses and examine relationships between variables
3.4.6 Enjoyment
involved in the customization process and how they may manifest
Enjoyment experienced during character customization was
themselves on character models.
measured (T3) via a 4-item 7-point Likert scale measuring users’
level of agreement with various statements about the character
creation system including, “the game was entertaining,” and “I
4 Results
enjoyed the game” (α = .95). 4.1 Manipulation Checks
3.4.7 Purchase Intention 4.1.1 Baseline Anxiety
To assess how the customization manipulation influenced the Mean scores and standard deviations of relevant variables are
desirability of owning the game, participants were asked to shown in Table 1. An independent samples t-tests was conducted
provide a dollar amount they would be willing to pay to own the to examine differences in baseline state anxiety. Results revealed
final version of the game after their playthrough (T5). no significant differences in baseline anxiety between the two
Additionally, purchase intentions were measured via a 4-item 7- experimental groups t(32) = 1.5, p > .05. Thus, random assignment
point Likert scale measuring users’ level of agreement with was successful in ensuring equal distribution of participants in
various statements about the game including, “I would play this terms of their general level of negative affect prior to beginning
game again as-is if I could” and “I would recommend this game to the experiment.
my friends” (α = .86). Participants were also asked to provide a
4.1.2 Perceived Customization
cash amount that they would be willing to spend to play the final
First, independent samples t-tests revealed no significant
version of the game, and whether they would like games to allow
differences in the perceived customization afforded by the system,
them to create characters other than their own characters.

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t(32) = -.55, p > .05, indicating that users felt a similar degree of
control over the creation of the character regardless of what self-
concept its customization was based on. Second, independent t-
tests further demonstrated no significant differences in
participants’ agreement with the statement that their character
was based on aspects of their personality t(32) = -1.45, p > .05,
indicating that both groups imbued the avatar with similar levels
of self-concepts.
Figure 5: Changes state anxiety as a function of character
Third, independent t-test revealed that participants in the anxiety customization (T3) and destruction (T5) across groups.
condition agreed more strongly with the statement that their
character was based on some negative (undesirable) aspect of their An independent samples t-test was conducted to determine if
identity (M = 3.82, SD = 2.32) compared to those in the confidence there were between-group differences in post-customization
condition (M = 2.35, SD = 1.41), t(32) = 2.29, p < .05). Furthermore, affect. Results revealed that players who customized characters
those in the confidence condition agreed more strongly with the representing a negative self-concept reported significantly higher
statement that their character was based on some positive state anxiety levels (M = 16.41) at T3 compared to those who
(desirable) aspect of their self (M = 5.12, SD = 1.83) compared to created a character based off of a positive self-concept (M = 8.82)
those in the undesirable condition (M = 2.06, SD = 1.34), t(32) = - t(32) = 3.86, p < .01. Thus, H2c was supported.
5.54, p < .001. Overall, the results suggest that participants indeed 4.2.3 Identification
imbued the appropriate self concepts (i.e., anxiety, confidence) A series of independent samples t-test were conducted to examine
onto the customized avatar based on their assigned experimental if there were between-group differences in character
condition. identification. Results demonstrated that players experienced
4.2 Dependent Variables greater identification (wishful and similarity) with characters
representing confidence rather than anxiety (see Table 1; all p’s <
4.2.1 Arousal: Character Customization .001). Thus, H3 was supported.
Player arousal was collected in real-time during character
customization (T2) and playthrough (T4). GSR monitoring during 4.2.4 Attitudes
T2 was 10 minutes, whereas monitoring during gameplay ranged A series of independent samples t-test were conducted to examine
between 5-10 minutes based on the player’s time-to-completion. if there were between-group differences in attitudes towards the
GSR peaks were subsequently logged and marked by the iMotions customize character. Results demonstrated that players held more
system. During the customization phase, average peaks were favorable attitudes towards characters representing confidence
included in the analysis (Table 1). Independent samples t-tests than anxiety t(32) = -4.62, p < .001. Furthermore, character
revealed no significant differences between the groups in terms of customization was a more enjoyable experience for those imbuing
arousal during character customization t(32) = .385, p > .05. Thus, characters with a positive (MEnjoyment = 5.48) rather than negative
H1 was not supported. (MEnjoyment = 4.25) self-concept. Thus, H4 was supported.

4.2.2 State Anxiety: Character Customization 4.2.5 Arousal: Character Destruction


A repeated-measures general linear model using (a) the self- As with the character customization phase, players’ GSR data was
concept manipulation as the between-subjects group, and (b) state collected during gameplay. The system provided a recording of
anxiety (T1, T3, T5) as the within-subjects variable was conducted. each play through (Figure 3), which was used by the researchers to
Results found a significant interaction F(2,64) = 5.637, p < .01, manually time stamp and log how many peaks occurred around
suggesting that changes in state anxiety throughout the two key in-game events: (a) encountering and (b) destroying the
experiment differed between the groups (Figure 5). customized character. Independent t-tests revealed no significant
differences between the groups in terms of arousal (GSR peaks)
A series of paired samples t-tests were conducted to examine during the encounter t(32) = -.22, p > .05 or during the destruction
whether affective responses to character customization vary as a t(32) = -.1.04, p > .05. Thus, H5 was not supported.
function of the self-concept it represents. Results indicated players 4.2.6 State Anxiety: Character Destruction
who created a character representing a negative self-concept
A series of paired samples t-tests were conducted to examine
(anxiety) experienced a significant increase in negative affect (state
whether player’s affective responses to destroying a customized
anxiety) from T1 to T3 (M = -2.82) t(16) = -2.01, p < .05.
character differed as a function of the self-concept it represented.
Conversely, players who created characters representing a positive
Results demonstrated no significant change in state anxiety from
self-concept (confidence) experienced a significant decrease in
T3 to T5 among those who destroyed a character representing
state anxiety from T1 to T3 (M = 1.94) t(16) = 2.42, p < .05. Thus,
their anxiety t(16) = -.45, p > .05. Thus, H6a was not supported.
H2a and H2b were supported.
However, players who destroyed a character representing their
confidence experienced a significant increase in state anxiety t(16)
= -5.38, p < .0001 (see Figure 5). Thus, H6b was supported.

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confident self-concept, the relationship was non-significant (b = -


Independent samples t-test revealed no significant differences 2.48, bootstrapped SE = 5.94; 95% CI [-14.61, 9.64). Thus, while
in state anxiety after destruction (T5) between the two groups t(32) there were no main effects of the customization manipulation on
= .52, p > .05. Thus, H6c was not supported. However, the change avatar size, the destruction of larger characters elicited a
in anxiety from T3 to T5 between the two groups was significantly significant decrease in negative affect when representing anxiety
rather than confidence.
different t(32) = 3.12, p< .01, indicating that destroying a character
imbued with positive self-concepts increased negative affect
(MChange = -7, p < .01), whereas destroying a character imbued with 5 Discussion
a negative self-concept did not (MChange = .71, p > .05). This investigation centered around the cognitive and affective
responses to a relatively novel feature in digital games: the
4.2.7 Mediation Analysis
customization of in-game enemy characters. In a controlled lab
To determine whether identification mediated the effects of experiment, participants created a character to represent either a
destroying a customized character on players’ affective responses, negative (anxiety) or positive (confidence) self-concept. The
a bootstrapped (5,000 resamples) mediation analysis was character was subsequently integrated into a custom-built space
conducted using the PROCESS macro (Model 4; Hayes, 2012). exploration game wherein players would search, capture, and
Results revealed that the customization manipulation destroy an unidentified alien lifeform, represented by their
significantly influenced the affective responses to character customized character. Overall, the results indicate that this feature
destruction through identification (b = -3.18, bootstrapped SE = can significantly influence the player experience, shaping
1.18; 95% CI [-5.37, -.715]), in support of H7. Specifically, the cognitive and affective responses to key game events.
customization manipulation significantly influenced character Furthermore, these effects vary based on how players customize
identification (b = 1.32, SE = 3.08; p < .001) such that players their characters. Using positive or negative aspects of one’s
identified more with characters representing positive rather than identity as inspiration for character design shapes players’ (a)
negative self-concepts. Identification subsequently exhibited a emotional responses to game events and (b) identification with
significant inverse relationship with the magnitude of anxiety game characters. Below we further summarize the key findings.
change from T3 to T5 (b = -2.39, SE = 1.09; p < .05). That is, the
more players identified with their customized character, the 5.1 Key Findings
greater the negative affective response was triggered by its 5.1.1 Self-concepts in Character Customization
destruction, supporting H7.
Scholars acknowledge that the mere act of customization is an
4.2.8 Purchase Intentions enjoyable experience across multiple domains [36]. While this
A series of independent samples t-tests were conducted to observation is robust, scholars have warned against viewing
determine whether experimental groups differed in their customization affordances as a panacea; it is important to question
intentions to purchase the game. Results demonstrated that while how different forms of customization may come to influence the
participants who played the game with a customized character user experience [21], and this is especially true in video games. It
representing a positive rather than negative self-concept evaluated is not merely enough to assume that customization interfaces are
the game more favorably, were willing to pay more for the game, warranted because they allow users to achieve self-congruity with
and desired more customization opportunities, the differences their content [65]. Instead, our results support the notion that the
were non-significant (all p’s > .05). Thus, H8 was not supported. effects of self-congruity afforded by customization interfaces, in a
gaming context, vary significantly based on what self-concept is
4.2.9 Character Model Volume being employed during creation.

Volumetric data of customized character models was calculated The creation of in-game enemies yielded more enjoyable and
after each participant completed the experiment. As avatar volume
engaging experiences when the characters were created to
exhibited significant positive skewness (2.47) and kurtosis (9.12),
the variable was log-transformed. This transformation represent positive (confidence) rather than negative (anxiety) self-
subsequently reduced skewness (.22) and kurtosis (.62), allowing concepts in the players. Participants who imbued characters with
for subsequent exploratory analyses of the relationship between desirable self-relevant traits rated the characters more favorably
the self-concept used during customization and subsequent and experienced a reduction in negative affect during the creation
affective responses to the character. A moderation analysis was process, whereas the reverse was true for those imbuing
conducted using the PROCESS macro (Model 1) [26,27] to examine characters with undesirable traits. Thus, results suggest that while
whether the effects of destruction on anxiety change may have customization of in-game enemies may be yield positive outcomes
varied based on the character’s size, and whether this relationship for players, the magnitude of this effect is contingent on the
differed based on the self-concept (anxiety vs. confidence) imbued nature of the self-congruence achieved by the customization. In
onto the character. The results demonstrated a significant
essence, like our avatars, we seem to prefer creating our enemies
interaction b = -20.61, F(1,30) = 6.17, p = .01. When participants
customized and destroyed a character based on the anxious self- in our (ideal) image as well.
concept, character size (volume) contributed towards state anxiety
reduction (b = 18.12, bootstrapped SE = 5.78; 95% CI [6.31, 29.92]).
However, for those destroying customized characters based on the

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5.1.2 Character Identification As shown by the results of our mediation analysis, the more
Of particular importance is the finding that players in both groups players identified with their customized character, the greater the
exhibited a similar level of (a) perceived customization and (b) negative affective response (increase in state anxiety) was
agreement with the item “I based the character on aspects of my triggered by its destruction. As posited within SDT, destruction
personality” (p > .05). Despite the characters’ evident self- may have represented a distancing from a desired self, triggering
relevance, participants identified more with the character rooted negative affect. Destruction of anxiety characters, with whom
in a desirable self-concept than the character representing anxiety. players did not identify with, seemingly failed to sever any
On the one hand, this runs somewhat counter to the idea that emotional ties to the characters, potentially explaining the lack of
identification is indicative of a self-other merger [19]. On the other significant change in state anxiety from T3 to T5. This suggests a
hand, this result lends credence to previous work positing that floor effect of destruction on affect based on identification.
identification may work on a more subconscious level [49]. In this
5.1.4 The Potential Role of Character Size
way, players may acknowledge that they actively
Considering that players’ character models were available and
anthropomorphized the character to signal their anxiety or
standardized in terms of format, exploratory analyses were
confidence, but the degree to which they emotionally connect with
conducted to examine whether the self-concept manipulation
the character after its creation can vary based on the nature of the
influenced aspects of the character, namely size. While both
self-concept used. Furthermore, results indicate this effect may be
groups on average created similarly sized characters, affective
driven by the wishful identification sub-dimension as players may
responses the destruction varied as a function of the characters
aspire to be like the confident enemy rather than the one
size for those representing anxiety, though no such relationship
embodying anxiousness. Among players customizing using the
was found for those representing confidence. This finding suggests
confidence self-concept, the difference between wishful
that players felt less negative affect from destroying a character
identification (M = 3.51, SD = 1.34) and similarity identification (M
representing a negative self-concept the bigger it was.
= 2.41, SD = .92) was significant t(16) = 5.21, p < .0001. Among
those customizing using an anxious self-concept, the difference
There are two potential explanations for these effects:
was non-significant (MDifference = .127, p = .494) such that players
formidability and discrepancy enlargement. Literature on
neither perceived themselves as, nor desired to be, similar to the
formidability equates the construct to strength and size [32], and
character.
influences how players experience confrontations with in-game
enemies. For example, destroying enemies can elicit positive
In sum, creating enemies to represent positive rather than
gaming experiences, such as a state of flow, when the
negative self-concepts contributed to identification. Identification
formidability of the enemy matches the skill of the player [11,13].
was also strongly related to enjoyment (r = .459, p < .01) and
Furthermore, game design scholars argue that players building
attitudes towards the character (r = .661, p < .001), supporting
their own dungeons should create enemies that exhibit a positive
previous work arguing that identification is associated with
linear increase in formidability [66].While not reported in this
positive emotions and evaluations of the character [49]. In the
paper, participants did evaluate the character on some dimensions
context of this study, we demonstrate these relationships are also
of formidability, namely size and strength, with no significant
observed with regards to in-game enemies. Thus, if identification
differences across groups on both factors. Thus, the observable
is a shift in self-perception [43], our results indicate that it is easier
linear relationship between character size (formidability) and
for players to shift towards enemies that relate to a positive rather
affect is unlikely to be explained by positive emotions elicited by
than negative self-concept. However, future research should
destroying a more formidable character. However, future work
explore the mechanisms through which negative self-concepts
should explore how formidability may manifest itself in
may better serve players. For example, the type of harm players
customized enemies beyond behavioral means (e.g., increased
inflict on a disliked self-related enemy may contribute to positive
health, damage) and the role that imbuing salient, formidability-
affect (we explore destruction-type in the following sections).
related self-concepts (e.g., strength, grit) may influence how
5.1.3 Implications of Character Destruction players experience their destruction.
Another key insight pertains to the affective fallout associated
with destroying a customized character, an inevitability for in- An alternative explanation relates to SDT. It is perhaps more
game enemies. Customizing in-game enemies creates a player- likely that destruction of the anxiety character functioned as
character bond that, when broken, can create negative emotional discrepancy-enlargement as outlined in SDT; destruction
responses. This may be rooted in the old adage that labor leads to symbolized a distancing from a disliked self, and affective
love. As demonstrated in a series of experiments, favorable responses to this distancing may have been augmented by the
evaluation of a customized object dissipates when that object is character size. It is understood that anxiety begets anxiety [12].
subsequently destroyed [62]. However, our results show that such Since the character was a visual representation of anxiety as
labor effects are conditional with regards to in-game enemies, as conceptualized by the player, it served as a visual cue capable of
effects of destruction varied based on the self-concept used. triggering anxiety-related thoughts. Furthermore, affective
responses to emotionally valanced imagery increase in tandem
with imagery size [15]. Thus, while character size may not

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influence how players experience the destruction of a character this study demonstrates that similar connections, with varied
they identify with, results demonstrate size seems to moderate affective implications, can be made with in-game enemies. It is
affective responses to negative stimuli (anxiety characters). evident in our findings that creating characters rooted in a
desirable self-concept is a more enjoyable process, and their
5.1.5 Physiological Implications
subsequent destruction creates a more pronounced emotional
To the best of our knowledge, few studies have explored the response than if the character is representative of an undesirable
physiological responses to the deaths of customized in-game self-concept. Furthermore, the investment of creating characters
enemies, despite a rich history of studies on physiological based on undesirable aspects of the self, while not conducive to a
responses to video game violence. For example, one experiment self-other merger, does carry emotional weight, as shown by the
demonstrated that defeating an enemy increases positive affect state anxiety increase during customization. How these emotional
and decreases negative affect, though it is most arousing when the shifts can be effectively leveraged remains to be seen and is
enemy is a friend [42]. Despite no significant differences between something researchers and game designers should experiment
groups in terms of post-destruction GSR, our results build on the with.
aforementioned study by demonstrating that negative affect can
occur when destroying an enemy that is (a) created by the player, 5.1.7 AI and Personalized NPCs
and (b) rooted in a positive self-concept. Participants experienced Overall, it is our hope that this study encourages further
similar amounts of GSR peaks during the character creation, investigations into customization of in-game enemies and other
encounter, and destruction. This is particularly interesting NPCs, and perhaps a deeper discussion on the role of the self in
considering that participants who destroyed characters games. This study demonstrates the implications of player-driven
representing a positive self-concept reported a significant increase customization. However, should in-game enemies be customized
in state anxiety. While previous research suggests a positive linear to represent certain measurable aspects of a player’s identity by
relationship between changes in affective states (anxiety) and the system itself, how would players respond? Advances in AI
physiological arousal [45], our results align with emerging work have allowed for in-game enemies and NPCs to become
suggesting that individuals can experience a high level of state increasingly adaptable to players, both in terms of dialogue and
anxiety but present muted physiological responses to stimuli such behavior [77]. However, little has been done in the way AI can be
as video game events [67,70]. used to create customized in-game enemies and scenarios for
players, though this is something that may grow in popularity. In
Another finding worth noting is the significant differences in Orson Scott Card’s novel “Ender’s Game”, in-game enemies and
GSR peaks between the encounter and the destruction events for scenarios are procedurally created by an advanced AI system. The
both groups. Paired samples t-tests demonstrated that the system’s sophistication makes it so these scenarios are customized
encounter elicited significantly more peaks than the destruction of to be self-relevant to “players” by basing their appearance on the
the customized character. This may be due to the fact that there individual’s memories. While our study demonstrates that players
was significantly more uncertainty surrounding the encounter. experience negative emotions when destroying an enemy with
Indeed, during the destruction event, the character was shown in a whom they identify with, the affective implications of this
fiberglass enclosure. Furthermore, it is suggested that GSR may particular feature (enemy customization) should receive further
increase due to an unexpected stimulus but decrease with attention as it may be used to auger responses to in-game events.
habituation [81]. In this way, the novelty of encountering the
customized character created multiple peaks and this arousal 6 Limitations
gradually depleted up until the point of destruction.
Despite participants having a high level of control over their
5.1.6 Consumer Implications character’s appearance, the customization did not yield high
The fact that there were no significant differences in purchase identification scores across both groups. This may be an artifact of
intentions, despite the confidence group experiencing an increase the characters themselves as Spore characters are non-humanoid.
in state anxiety due to gameplay, further demonstrates the As such, anatomical incompatibilities may have inhibited
importance of (a) customization and (b) negative emotions in similarity identification with the characters. Indeed, identification
gameplay experiences. Previous work has shown that having may vary based on whether a character is humanoid or not [72].
customized characters can contribute to replayability [6]. In this Another limitation pertains to the customization instructions.
vein, our results demonstrate that creating in-game enemies is an Participants were not explicitly told that the customized character
enjoyable process. Furthermore, the creation process is such an would be an “enemy” or would be destroyed, only that it would be
integral part of the experience that even when players experience integrated into the game. Thus, it is unclear whether our results
negative affect by creating a character rooted in a negative rather would replicate if participants are told they are creating in-game
than a positive self-concept, they evaluate the game favorably. enemies that will inevitably be destroyed.
Another limitation pertains to the self-concepts used in the
Players’ emotional responses to in-game events are nuanced, customization procedure. The anxious self-concept was chosen
with negative experiences (e.g., death) contributing to meaning due to the fact that it is (a) considered a negative self-concept and
and self-reflection [7]. While the importance of avatar (b) is generally experienced by all humans. The confidence self-
customization in driving player engagement is well-documented, concept may have proven problematic as it may be susceptible to

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