{"id":{"repo_id":"emich","oai_identifier":"oai:commons.emich.edu:theses-2174"},"canonical_url":"https://search.dev.ndltd.org/etd/emich/oai:commons.emich.edu:theses-2174","repository":{"repo_id":"emich","name":"Eastern Michigan University","base_url":"https://commons.emich.edu/do/oai/"},"display":{"title":"Discovering the virtual fingerprint: Analyzing embodiment, immersion, and player personality in video games","abstract":"<p>This thesis set out to explore embodiment, immersion, and personalities in massively multiplayer video games (MMOGs), in particular how players become immersed in a virtual world. Immersion is a focal point in the gaming experience in which players communicate directly with the digital medium. Scholarship has argued that games have specific immersive qualities that draw players into them including storytelling, social and emotional reasoning, among others (Calleja, 2011). Each player has a particular preference as to what immerses them the most in a game. In addition, research has concluded that gamers have unique personalities that they portray while they embody themselves in these virtual environments (Yee, 2007). These personalities align with characteristics of immersion, but the models have not been cross examined until now. Through the correlational analysis of data gathered by MMOG players, relationships between the models became evident. Results were used to develop virtual fingerprints for each personality, or how each persona becomes immersed in an online video game. DISCOVERING</p>","abstract_html":"&lt;p&gt;This thesis set out to explore embodiment, immersion, and personalities in massively multiplayer video games (MMOGs), in particular how players become immersed in a virtual world. Immersion is a focal point in the gaming experience in which players communicate directly with the digital medium. Scholarship has argued that games have specific immersive qualities that draw players into them including storytelling, social and emotional reasoning, among others (Calleja, 2011). Each player has a particular preference as to what immerses them the most in a game. In addition, research has concluded that gamers have unique personalities that they portray while they embody themselves in these virtual environments (Yee, 2007). These personalities align with characteristics of immersion, but the models have not been cross examined until now. Through the correlational analysis of data gathered by MMOG players, relationships between the models became evident. Results were used to develop virtual fingerprints for each personality, or how each persona becomes immersed in an online video game. DISCOVERING&lt;/p&gt;","abstract_has_math":false,"creators":["Bower, Benjamin C"],"institution":null,"degree_name":"Master of Arts (MA)","degree_level":"Open Access Thesis","degree_discipline":"Communication, Media and Theatre Arts","degree_department":null,"school":null,"contributors":["Jeannette Kindred","Tsai-Shan Shen","Nick Romerhausen"],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2016,"date_issued":"2016-01-01T08:00:00Z","date_published":"2016-01-01T08:00:00Z","updated_at":"2026-07-24T02:17:13Z","subjects":["Embodiment","Gaming","Immersion","Personalities","Video Games","Virtual Worlds","Arts and Humanities","Theatre and Performance Studies"],"languages":[],"rights":[],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":"https://commons.emich.edu/theses/793","outbound_label":"Repository record","outbound_source":"dc:identifier"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor","label":"Contributor","values":["Jeannette Kindred","Tsai-Shan Shen","Nick Romerhausen"]},{"key":"dc:creator","label":"Author","values":["Bower, Benjamin C"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.available","label":"Dc Date Available","values":["2018-03-07T08:00:00Z"]},{"key":"thesis:degree_discipline","label":"Discipline","values":["Communication, Media and Theatre Arts"]},{"key":"thesis:degree_level","label":"Degree Level","values":["Open Access Thesis"]},{"key":"thesis:degree_name","label":"Degree Name","values":["Master of Arts (MA)"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["Embodiment","Gaming","Immersion","Personalities","Video Games","Virtual Worlds","Arts and Humanities","Theatre and Performance Studies"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier","label":"Identifier","values":["https://commons.emich.edu/theses/793"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["<p>This thesis set out to explore embodiment, immersion, and personalities in massively multiplayer video games (MMOGs), in particular how players become immersed in a virtual world. Immersion is a focal point in the gaming experience in which players communicate directly with the digital medium. Scholarship has argued that games have specific immersive qualities that draw players into them including storytelling, social and emotional reasoning, among others (Calleja, 2011). Each player has a particular preference as to what immerses them the most in a game. In addition, research has concluded that gamers have unique personalities that they portray while they embody themselves in these virtual environments (Yee, 2007). These personalities align with characteristics of immersion, but the models have not been cross examined until now. Through the correlational analysis of data gathered by MMOG players, relationships between the models became evident. Results were used to develop virtual fingerprints for each personality, or how each persona becomes immersed in an online video game. DISCOVERING</p>"]},{"key":"dc:title","label":"Title","values":["Discovering the virtual fingerprint: Analyzing embodiment, immersion, and player personality in video games"]}]}],"canonical_facts":{"dc:contributor":["Jeannette Kindred","Tsai-Shan Shen","Nick Romerhausen"],"dc:creator":["Bower, Benjamin C"],"dc:date.available":["2018-03-07T08:00:00Z"],"dc:description.abstract":["<p>This thesis set out to explore embodiment, immersion, and personalities in massively multiplayer video games (MMOGs), in particular how players become immersed in a virtual world. Immersion is a focal point in the gaming experience in which players communicate directly with the digital medium. Scholarship has argued that games have specific immersive qualities that draw players into them including storytelling, social and emotional reasoning, among others (Calleja, 2011). Each player has a particular preference as to what immerses them the most in a game. In addition, research has concluded that gamers have unique personalities that they portray while they embody themselves in these virtual environments (Yee, 2007). These personalities align with characteristics of immersion, but the models have not been cross examined until now. Through the correlational analysis of data gathered by MMOG players, relationships between the models became evident. Results were used to develop virtual fingerprints for each personality, or how each persona becomes immersed in an online video game. DISCOVERING</p>"],"dc:identifier":["https://commons.emich.edu/theses/793"],"dc:subject":["Embodiment","Gaming","Immersion","Personalities","Video Games","Virtual Worlds","Arts and Humanities","Theatre and Performance Studies"],"dc:title":["Discovering the virtual fingerprint: Analyzing embodiment, immersion, and player personality in video games"],"thesis:degree_discipline":["Communication, Media and Theatre Arts"],"thesis:degree_level":["Open Access Thesis"],"thesis:degree_name":["Master of Arts (MA)"]},"updated_at":"2026-07-24T02:17:13Z"}