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Current Psychology

https://doi.org/10.1007/s12144-022-03048-4

Character identification is predicted by narrative transportation,


immersive tendencies, and interactivity
Anna Felnhofer1,2   · Lena Wittmann3   · Adelais Reichmann4   · Dorothea König‑Teshnizi5   ·
Oswald D. Kothgassner2,4 

Accepted: 24 March 2022


© The Author(s) 2022

Abstract
The question of what contributes to users’ identification with media characters remains an open issue in research. Apart from
media interactivity, user characteristics like gender, age, immersive tendencies, and factual transportation into the narrative
are promising factors. Yet, research is still in its infancy, and the usage of different media limits cross-study comparability.
Hence, the current study set out to examine predictors of character identification using a text-based fiction with purported
interactivity which was inspired by interactive fiction (IF) games. In an online experiment, 228 participants aged 15–65 years
were randomly assigned to either an active condition where they could choose from different options, or a passive condition
where they only read the story. Additionally, participants filled out questionnaires assessing immersive tendencies, level of
identification, and narrative transportation. A multiple linear regression model tested for predictors of character identifica-
tion. Apart from age and gender which remained non-significant, interactivity, immersive tendencies, and transportation into
narrative significantly predicted identification with the IF’s main character. The current findings support theoretical models
on media interactivity and identification, yet several open issues such as the role of media content (engaging vs. mundane)
and character features (e.g., similarity with user) remain to be answered.

Keywords  Character identification · Narrative transportation · Gender · Immersive tendencies · Interactive fiction

Introduction
* Oswald D. Kothgassner
oswald.kothgassner@meduniwien.ac.at
Identifying with a fictional character lies at the core of
Anna Felnhofer
anna.felnhofer@meduniwien.ac.at many media experiences, be it reading a novel, watching a
movie, or playing a video game (Cohen, 2001). Past stud-
Lena Wittmann
lena.wittmann@webster.ac.at ies have repeatedly linked identification with media char-
acters to increased media enjoyment (Birk et  al., 2016;
Adelais Reichmann
adelais.reichmann@meduniwien.ac.at Busselle & Bilandzic, 2009; Hefner et al., 2007; Trepte &
Reinecke, 2010), more positive affect and empathy (Bachen
Dorothea König‑Teshnizi
dorothea.koenig@univie.ac.at et al., 2012; Birk et al., 2016), a facilitated experience of
flow (Soutter & Hitchens, 2016), greater interest in learn-
1
Department of Pediatrics and Adolescent Medicine, Medical ing (Bachen et al., 2016), and enhanced persuasiveness of
University of Vienna, Vienna, Austria media content (Green & Brock, 2000; Moyer-Gusé et al.,
2
Comprehensive Center for Pediatrics, CCP, Medical 2011; Slater & Rouner, 2002). As such, character identifi-
University of Vienna, Vienna, Austria cation is thought to shape the success of applications that
3
Department of Psychology, Webster University Vienna, seek to induce behavior or attitude changes in the context
Vienna, Austria of entertainment-education (see Bachen et al., 2016; Green
4
Department of Child and Adolescent Psychiatry, Medical & Jenkins, 2014; Slater & Rouner, 2002) or health care (see
University of Vienna, Waehringer Guertel 18‑20, Steinemann et al., 2017). Apart from these beneficial effects,
1090 Vienna, Austria
however, identification has also been shown to be associ-
5
Department of Clinical and Health Psychology, Faculty ated with negative media consequences such as addictive
of Psychology, University of Vienna, Vienna, Austria

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Current Psychology

behaviors (Smahel et al., 2008) and aggression (Bachen (Green & Jenkins, 2014). While in text-based narratives,
et al., 2012; Konijn et al., 2007). interactivity pertains to the way in which the reader engages
While prior conceptualizations of identification (see with the narrative (Green & Jenkins, 2014), in video games
Moyer-Gusé, 2008, for an overview) have focused on how it involves customizing the character’s appearance and will-
readers or viewers felt about the character in terms of sym- fully directing its actions (Bachen et al., 2016; Birk et al.,
pathy or similarity, current definitions put their emphasis 2016; Christy & Fox, 2016).
on how readers, viewers or gamers feel with the character It has been argued that interactive fiction (IF) may be
(Cohen, 2001). Hence, identification is construed as “an more suitable than video games for answering the question
imaginative process through which an audience member of whether and how interactivity impacts identification. IF
assumes the identity, goals, and perspective of a character” is comprised of text-based stories which allow the readers
(Cohen, 2001, p. 261). As such, a person reading a book, to (ostensibly) influence the direction of the plot at key deci-
watching a movie, or playing a video game will experience sion points (Green & Jenkins, 2014). As such, IF is assumed
and interpret the text, film or game as if she or he was on to be similar to a video game, yet entail fewer potential con-
the inside and as if the described events were happening to founds than those found in video games, such as being able
her or him. In other words, identification may be described to customize your avatar, or experiencing embodiment in
as “a temporary alteration of media users’ self-perception” immersive virtual environments (see Murphy, 2004). Here,
(Hefner et al., 2007, p. 40) which, on the one hand, involves using IF instead of video games in research allows to test
a transitory loss of self-awareness and, on the other hand, for the hypothesizes associations whilst controlling for con-
encompasses adopting the character’s point of view (cog- founds (see Sherrick et al., 2014; Steinemann et al., 2017).
nitive empathy) and feeling what the character is feeling Given their rigor, experiments with IF are better suited
(emotional empathy) (Cohen, 2001). than video games to validate the relations between differ-
ent variables (e.g., interactivity, transportation, immersion)
Predictors of Character Identification and identification as postulated by theoretical models such
as the one of Green and Jenkins (2014). To date, research
Although a considerable body of literature has explored the which relates these constructs under controlled conditions
effects of character identification on media consumers, find- is still rather scarce.
ings are still inconsistent with regards to the question of Apart from interactivity, narrative transportation may be
what contributes to identifying with a fictional character. regarded another predictor of identification. Broadly speak-
Identification is hypothesized to be influenced by a range of ing, transportation encompasses the cognitive and emotional
factors, including not only different features of the medium immersion in a story (Green & Brock, 2000; Green & Jen-
(e.g., level of interactivity, narrative content) but also spe- kins, 2014). A concise conceptualization is an open issue,
cific attributes of the character (e.g., appearance, customi- and different terms are currently used to describe it, such as
zation options), and a range of user characteristics (e.g., immersion (Moore & Green, 2020), engagement (Busselle
gender, age, engagement with content) (see Cohen, 2001). & Bilandzic, 2008), absorption (Slater & Rouner, 2002),
Among these, interactivity has received considerable and involvement (Klimmt & Vorderer, 2003). Generally,
attention in the past, and several theoretical approaches have transportation refers to the narrative as a whole, while the
incorporated interactivity as a causal factor. For instance, conceptually different phenomenon of identification pertains
the Conceptual Model of Interactivity Effects (Green & solely to the character(s) within the narrative (Green & Jen-
Jenkins, 2014) assumes that the extent to which the user kins, 2014). Several researchers (e.g., Behm-Morawitz &
may control the narrative and the story outcome influences Mastro, 2009; Christy & Fox, 2016; Green & Brock, 2000)
identification. Similarly, the Moderated Mediation Model have hypothesized that transportation into the narrative is
of Media Interactivity (Lin, 2013b) proposes that interactiv- a prerequisite for character identification (see also Slater
ity, i.e., the possibility to control the video game character, & Rouner’s, 2002, theoretical model), yet empirical suste-
positively affects identification with this character. Some nance of this assumption is still scarce, and more studies
empirical data supports this, showing higher identification are needed to shed light on the hypothesized associations.
scores in users who played rather than watched a video game Another predictor of identification is thought to lie in the
(Hefner et al., 2007), or in participants who were able to construct of immersive tendencies. Contrary to transporta-
select the plot (rather than merely consuming it) in an audio- tion, which describes the factual immersion in the story,
visual fiction (Soto-Sanfiel et al., 2010). Other research (Lin, immersive tendencies encompass an individual’s predis-
2013a), however, did not find said associations. Generally, position to become cognitively and emotionally involved
it is important to note that a consistent definition of interac- in a story in the first place (Green & Jenkins, 2014; Maz-
tivity is complicated by the fact that interactivity in a writ- zocco et al., 2010; Witmer & Singer, 1998). As such, it is an
ten narrative is different from interactivity in a video game individual trait, which has often been used interchangeably

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Current Psychology

with the construct of transportability, which also describes a when studying identification are the manifold factors which
person’s ability to be engaged with a narrative (e.g., Moore may potentially influence character identification and hence,
& Green, 2020; Skarbez et al., 2017). While past results impede validation of according theoretical models of iden-
support a relationship between transportability/immersive tification. Hence, the current study set out to examine the
tendencies and identification for narrative video games postulated associations in a text-based fiction with purported
(Christy & Fox, 2016), the effect of immersive tendencies interactivity. It was hypothesized that user’s immersive ten-
in the context of interactive narratives like IF remains to be dencies, their experience of actual transportation into the
studied (Green & Jenkins, 2014). narrative, and the interactivity of the narrative (active vs.
Finally, users’ gender and age may also be of importance passive) would predict identification with the narrative’s
in identifying with media characters. Cohen (2001) hypoth- main character. Moreover, we included gender and age as
esized that diverse demographic variables may influence possible predictors of character identification to test for their
the identification process by eliciting feelings of similar- influence.
ity between the user and the media character. Accordingly,
Slater and Rouner (2002) have included homophily as a
predictor in their model. However, past research has not yet
sufficiently considered these variables. Only few contradic- Methods
tory results exist, some showing no connection (Cohen et al.,
2018; Hall, 2020), while others imply that females identify Stimulus Material
more strongly with their own gender, and males identify
equally with either gender (Hook, 2019). An IF was created using Twine (http://​twine​r y.​org) which
is an open-source software allowing the programming of
Study Objective interactive games. The game used for this study was purely
text-based, yet throughout its course, a static picture of the
On the one hand, past research is characterized by heteroge- main character was visible on the right-hand side of the text.
neous definitions and operationalizations of key constructs Two portraits of young Caucasian adults (one male and one
(e.g., Cohen, 2001), and on the other hand, it suffers from female) were created using Adobe Fuse CC and rendered
a lack of comparability of findings due to the use of dif- with Octane Render. Both characters were designed to
ferent media (i.e., video games vs. text-based narratives) resemble each other with regards to their external features;
with varying confounds (e.g., influence of customization hence, both were light-skinned, had brunette hair, and wore
on identification). Also, the downfall to using video games a brown jacket (see Fig. 1).

Fig. 1  Female and male main


characters as displayed during
the interactive fiction

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Current Psychology

The IF created for the purpose of this study included a click “continue” or choose from different options 24 times;
murder case, which was told from the first-person perspec- choices in the interactive version were not recorded.
tive of the detective who was called to the scene to inter- To assess whether there were any differences between the
rogate potential suspects (total word count: 3490 words in male and female images in terms of attractiveness, sympathy,
German). The game was activated via a link and was adapted and estimated age, and to evaluate whether the interactive
to run in all standard browsers (i.e., Internet Explorer/Edge, narrative was engaging, and the passive and active condition
Mozilla Firefox, Google Chrome, Safari). In the active were perceived as such, a pre-study was conducted with 10
condition, participants were instructed that they would be young adults aged between 25–30 years who were randomly
playing a game as a detective whose goal was to success- assigned to either the male or female character and to either
fully solve a murder case. Also, participants were told that the active or passive condition. There were no significant dif-
to achieve this goal, they would have to make several deci- ferences in how the male and female avatars were evaluated:
sions, which would all critically influence the outcome. In Both were estimated to be about 25–30 years old; both were
contrast, participants in the passive condition were merely reported to be equally attractive and sympathetic. Also, the
asked to read the story about a detective solving a murder main character’s gender was always correctly identified by
case. In both conditions, participants were provided with all pre-study participants. With regards to the two narratives,
the detective’s last name, Kummer, and with her or his static the active condition was judged as more interactive and par-
portrait. Each participant was randomly assigned either to ticipants stated they had the impression they could influence
the story with the male main character or to the one with the the outcome of the story and the main character’s decisions.
female main character.
Overall, the course of the narrative was comparable Procedure
in both conditions, with all subjects ending up reading
all information and arriving at the same end of the story, The study was administered in two stages to avoid bias due
where the detective arrests the murderer. The only differ- to asking about behaviors and assessing them in the same
ence was that participants in the passive condition clicked session (see Sherrick et al., 2014, for a similar procedure).
on a continue button, while participants in the active condi- The first part of the study contained the pre-assessments
tion could choose from two to three options (see Fig. 2). (demographic screening), and the second part contained the
As such, the active condition included real, active choices, experiment and the post-measures (all remaining question-
whereas the passive condition did not. Hence, there was a naires, see Measures section). All self-report questionnaires
factual difference between the two conditions regarding the were administered online via SoSciSurvey (https://​www.​
interactivity of the medium. This is in line with the assump- sosci​survey.​de). The experiment was carried out in strict
tion that while classical text-based narratives are passively accordance with The Code of Ethics of the World Medi-
consumed, interactive narratives entail active engagement cal Association (Declaration of Helsinki). Participants were
(Green & Jenkins, 2014). Presenting the same plot and end- informed about the procedure, duration, and purpose of the
ing across conditions, allowed us to reduce possible interfer- study, as well as about voluntary participation and anonymi-
ing influences of condition-dependent storylines and end- zation, and had to consent to these terms before proceed-
ings. This is a method commonly used in studies in the field ing. Subsequently, participants were asked to provide their
of interactive fiction (see Jenkins, 2014; Soto-Sanfiel et al, e-mail address by means of an opt-in question, which they
2010; Steinemann et al., 2015). Overall, participants had to had to confirm in an e-mail sent to them. To ensure data

Fig. 2  Example of choice
options within the active condi- A colleague greeted me: "Mrs./Mr. Detective, come with me, I'll show you the
tion body. But you have most likely come for nothing, to all appearances, it was only
a heart attack. The man had been exercising on the treadmill in their home gym
and must have overexerted himself."

"Who found him?" I asked.

"The wife. She's all broken up - understandably so. She's sitting over there in the
living room if you want to question her."

I would like to take a look at the body.


I would like to talk to the wife.

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Current Psychology

protection and anonymity, e-mail addresses were stored in a in it taking place”) on a 7-pt-Likert scale (1 = not at all to
separate dataset on SoSciSurvey and could not be matched 7 = very much). Again, we used the back-translation method
to the answers in the questionnaire. After confirming their to develop the German version of the questionnaire. As pro-
e-mail, participants were automatically redirected to the first posed by the authors (Green & Brock, 2000), we used the
part of the study and answered the pre-questionnaires which full scale (sum score) for further analyses, which provided
entailed the demographic screening (see Measures section) a good internal consistency (Cronbach’s α = 0.84). The full
and took about 2–5 min. Afterwards, subjects were asked to scale also included 4 items (12–15) pertaining to the impres-
generate a personalized 6-digit-code to allow for matching sion the participants had of 4 characters appearing in the
their answers during the second stage. Four days after com- murder case (“As I read the story, I had a vivid impression
pletion of the pre-assessment, a link was sent to participants of…”: detective Kummer (main character), Mrs. Schwarz
via e-mail leading them to the IF (the link was valid for two (wife of the murder victim), Mr. Fuchs (murderer), Mrs.
days to ensure a similar timeframe for the post-responses). Graf (neighbor). Our sample had a mean score of 59.69
Participants were randomly assigned to either the active or (SD = 13.66) for the total scale.
passive condition; both took about 20–25 min to be com-
pleted and were followed by post-questionnaires (see the Identification  The back translated German version of
remaining questionnaires in the measures section). Finally, the 14-item Identification with Characters (EDI; Igartua,
subjects were asked to enter their personalized code and 2010; Igartua & Páez, 1998) was used to measure the extent
were able to choose whether they wanted to receive further to which a person loses self-awareness and thus, has the
information about the results. impression of becoming the character (e.g., “I identified with
the character.”), and feels cognitive and emotional empathy
Measures towards the character (e.g., “In understood the character’s
feelings or emotions.”) on a 5-pt-Likert scale (1 = not at all
Demographic Data  A short demographic survey assessed to 5 = very much). The mean score in our sample was 39.54
participant’s age, gender, educational level, as well as their (SD = 11.77), the internal consistency for the total scale of
reading and computer gaming habits, using a single item 14 items was α = 0.92.
each: “How many books do you read in a month?”, “How
many hours per week do you play computer games?”. Data Analyses

Adherence Check  To control for whether participants had Data was analyzed using IBM SPSS version 26 (SPSS, Inc.
read the story, participants were provided with one ques- Chicago, USA), considering a significance level of p < 0.05.
tion following the narrative: “Who murdered Mr. Schwarz?” Power calculations were performed using G*Power (Ver-
(answer options: (1) Mrs. Schwarz, (2) Mr. Fuchs, (3) Mrs. sion 3.1.). Aggregated data are stored on a repository of the
Graf, (4) Mr. Schubert, (5) there was no murder, (6) I do not Open Science Framework (https://​doi.​org/​10.​17605/​OSF.​
know; correct answer: 2). All participants who chose (2) Mr. IO/​VKUPB).
Fuchs as their answer were included in the analysis.

Immersive Tendencies  To assess immersive tendencies Results


as a valid indicator of participants’ trait transportability,
the Immersive Tendencies Questionnaire (ITQ; Witmer & Sample
Singer, 1998) was used. For the current study, it was trans-
lated into German using the back-translation method (see Participants were recruited via designated German Face-
Brislin, 1970). Also, the first 14 out of the 18 original items book pages and groups, as well as in gaming related Ger-
were included which assess the individual predisposition man speaking online-forums. Inclusion criteria were at least
to become immersed in a medium on an 8-pt-Likert scale 15 years of age. Exclusion criteria, in turn, were participa-
(1 = never to 8 = always). The mean score in our sample tion in the pre-evaluation of the stimulus material.
amounted to 63.79 (SD = 15.27). The internal consistency The pre-assessment was completed by N = 424 individu-
(Cronbach’s α) for the total scale was good with α = 0.81. als, of which n = 304 also participated in the second stage.
Among the 304 data sets, n = 67 had to be excluded because
Transportation  A German version of the Transport Narra- the personal codes could not be matched (and thus the pre-
tive Questionnaire (TNQ, Green & Brock, 2000) assessed test and post-test could not be paired). After excluding data
the extent to which participants were transported into and sets with missing responses (< 20% missing) or conspicu-
absorbed by the narrative using 15 items (e.g., “While I ous response patterns (e.g., exclusively ticking the middle
was reading the narrative, I could easily picture the events category) as well as with outliers (standardized residuals

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Current Psychology

beyond ± 2.5), a total of N = 228 participants were included answered the question of who had murdered Mr. Schwarz
in the current analyses (see Fig. 3, CONSORT Flow Dia- and hence, all were included in further analyses.
gram). A posteriori power calculation was performed. With Participants’ age ranged from 15 years to above 65 years,
a sample of N = 228 and an achieved significant result, a with the largest proportion being 20 to 29 years old (54%).
power (1 – β) of 0.99 was realized. Hence, it can be stated Overall, n = 168 (74%) of the participants were female and
with over 99% confidence that effects of size f2 = 0.22 or n = 60 (26%) identified as male. Almost half of the sample
greater exist. (47%) reported a university degree as their highest edu-
Participants were randomly allocated to either the active cational qualification. In addition, n = 160 (70%) of par-
condition, n = 122 (54%), which could choose from dif- ticipants reported to engage in two or less hours in video
ferent options, or the passive condition, n = 106 (47%), gaming per day. Furthermore, n = 129 (57%) participants
which could only click on the continue button. The adher- read one to two books per month, n = 52 (23%) read three
ence check showed that all n = 228 participants correctly to five books, and n = 28 (12%) read more. A small number

Enrollment

Assessed for eligibility (n=424)

Excluded (n=120)
only answered pre-assessment
(n=120)

Randomized (n=304)

Allocation
Allocated to interactive condition (n=152) Allocated to passive condition (n=152)
Received allocated intervention (n=152) Received allocated intervention (n=152)

Follow-Up

Lost to follow-up (codes could not be matched Lost to follow-up (codes could not be matched
with pre-assessment) (n=25) with pre-assessment) (n=42)

Analysis

Analysed (n=122) Analysed (n=106)


Excluded from analysis (outliers) (n=5) Excluded from analysis (outliers) (n=4)

Fig. 3  CONSORT flow diagram

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Current Psychology

of participants, n = 19 (8%), reported having read no books passive condition), narrative transportation (TNQ), immer-
in the past month. sive tendencies (ITQ) significantly predicted participants’
To exclude the possibility that in one of the two condi- identification with the story’s main character (EDI), as well
tions, despite randomization, there was a disproportionately as age and gender. The multiple regression analysis indi-
large accumulation of the following (possibly influencing) cated that 67% of the outcome variance was explained by the
characteristics, group differences between the active and model, R2 = 0.67, F(5, 222) = 91.452, p < 0.001. Interactivity
passive condition were analyzed using univariate ANOVA: significantly predicted identification (β = -0.26, p < 0.001),
Age (p = 0.998), educational qualification (p = 0.760), com- as did transportation (β = 0.70, p < 0.001), immersive
puter habits (p = 0.875), and reading habits (p = 0.714) did tendencies (β = 0.09, p < 0.034), and gender (β = 0.08,
not yield differences between the active and the passive p = 0.048; though only barely significant, male gender was
condition. Concerning gender, there were marginally more by trend associated with higher levels of identification). Age
male participants in the active condition (29%) than in the group (β = -0.03, p = 0.412) did not show significant effects
passive one (23%), which resulted in non-significant group on identification. When character gender and interaction of
differences (p = 0.341) using the Wilcoxon rank-sum test. character gender and participant gender were included in
The Person-Chi Square test supports this assumption (χ2 (1, the regression model, the model remained significant and
N = 230) = 0.912, p = 0.340). gender lost its weak but significant impact. Neither predictor
(character gender: β = -0.09, p = 0.490; interaction: β = 0.14,
Multiple Linear Regression Analysis p = 0.440) showed a significant effect on outcome, nor did
they influence the results of the other predictors (Table 1).
Prior to the multiple regression analysis, normality tests
were performed and confirmed a normal distribution of the
included metric variables. Linear interrelationships between Discussion
the predictors and the outcome as well as homoscedasticity
were graphically verified and the data met the assumption of Identification with fictional characters – be it in text-based
independent errors (Durbin-Watson value = 1.68). The cen- narratives, movies, or video games – is thought to posi-
tered leverage criterion [0.006, 0.096] and the Cook-distance tively shape media persuasiveness, enjoyment, and learn-
criterion [0.000, 0.081] showed no outliers after excluding ing. Hence, understanding what lies at the core of character
two outliners prior to the calculation of the regression. identification is of interest particularly to those applications
Intercorrelations of the three included predictors ranged that rely on successfully inducing identification for the pro-
between -0.13 and 0.34. The data indicated that multicol- motion of social change or health behaviors. Yet, previous
linearity was not a concern (interactivity: tolerance = 0.96, research largely suffers from limited cross-study compara-
variance inflation factor [VIF] = 1.03; narrative transporta- bility due to differing definitions of key constructs and due
tion: tolerance = 0.85, VIF = 1.17; immersive tendencies: to the use of media with varying degrees of interactivity
tolerance = 0.81, VIF = 1.24). (i.e., video games, film, text-based narratives). Hence, the
A multiple linear regression analysis (method: forced current study set out to add to the body of data by evaluat-
entry) was used to test whether interactivity (active vs. ing the influence of media interactivity and user variables

Table 1  Multiple linear Estimate (B) SE B Beta 95% CI (B) p


regression analysis of
identification (as assessed by LL UL
Identification with Characters,
EDI) Fixed effects
Intercept 6.194 3.693 -1.083 14.471 .095
  ­Interactivitya -6.098 0.916 -.259 -7.903 -4.292  < .001
  Immersive tendencies (ITQ) 0.070 0.033 .091 0.005 0.135 .034
  Transportation (TNQ) 0.605 0.036 .702 0.534 0.675  < .001
  Age ­groupb -0.189 0.230 -.034 -0.641 0.264 .412
  ­Genderc 2.044 1.029 .077 0.016 4.071 .048

Total N = 227; ITQ = Immersive Tendencies Questionnaire; TNQ = Transport Narrative Questionnaire;


CI = confidence interval; LL = lower limit; UL = upper limit
a
  1 = active condition, 2 = passive condition. b 1 =  < 15 years; 2 = 15 to 19 years; 3 = 20 to 24 years; 4 = 25
to 29 years; 5 = 30 to 34 years; 6 = 35 to 39 years; 7 = 40 to 44 years; 8 = 45 to 49 years; 9 = 50 to 54 years;
10 = 55 to 59 years; 11 = 60 to 64 years; 12 = 65 years or older. c 1 = female and 2 = male

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Current Psychology

such as trait immersive tendencies, gender, age, and factual to IF, where interactivity mainly relies on deciding about
transportation into the narrative on character identification the direction of the plot, in video games, interactivity may
in a text-based fiction. Results show that apart from age, all entail a more multi-faceted concept. As stated by Birk et al.
predictors included in the multiple linear regression model (2016), “while traditional narratives rely on empathy […]
were significant. In other words, identification with the sto- – the viewer’s identification with the emotions of a charac-
ry’s main character, detective Kummer, was predicted by ter – interactive computer games emphasize agency – the
participants’ gender, their trait immersive tendencies and direct control of a player over the behavior and develop-
experienced transportation into the narrative, as well as the ment of their character” (p. 2983). In this sense, media with
story’s interactivity. differing levels of interactivity and action options may tap
into substantially different aspects of identification: While
Interactivity and Identification IF may prompt empathizing with a character (feeling with
the character), video games may rather lead to a shift of self-
The possibility to select from several choices within our perception and to the impression of becoming the character
text-based narrative positively and significantly impacted (Klimmt et al., 2009, 2010).
identification with the story’s main character. This finding
is in line with past studies (Hefner et al., 2007; Soto-Sanfiel Transportation, Immersive Tendencies,
et al., 2010), and it supports theoretical models such as the and Identification
Conceptual Model of Interactivity Effects (Green & Jenkins,
2014) or the Moderated Mediation Model of Media Inter- In our study, the experience of being transported into the
activity (Lin, 2013b). As such, the current research adds narrative significantly predicted identification with the
empirical sustenance for the key role of media interactivity story’s main character, adding sustenance to past findings
in the formation of identification. (see Behm-Morawitz & Mastro, 2009; Christy & Fox, 2016;
However, one issue remains: while our media was fac- Green & Brock, 2000; Slater & Rouner, 2002). An open
tually interactive in that it afforded choices between dif- issue, however, is the type of narrative used. Generally, it is
ferent options, the storyline and outcome were the same assumed that the quality of the text and the story’s genre may
across conditions (like in Jenkins, 2014; Soto-Sanfiel et al., impact transportation (Green & Brock, 2000). A well-writ-
2010; Steinemann et al., 2015). The current results sup- ten story is thought to evoke higher levels of immersion into
port the success of the manipulation, yet, it is possible that the narrative than a poorly crafted story (Mazzocco et al.,
some participants may not have believed that their choices 2010). Accordingly, an exciting storyline and emotionally
changed the story’s outcome. Future research should care- engaging content – like in adventure novels or horror sto-
fully control for whether and which participants may find ries – is expected to be more transporting than a mundane
out about the manipulation and react with frustration and/ story with little excitement or emotional relevance. To assure
or disappointment. comparability with prior studies (see Sherrick et al., 2014,
Another issue is the question of whether the findings for a similar approach), we developed a murder story within
are also valid for other media types. While IF is considered which participants assumed the role of a detective. While
well suited for studying the link between interactivity and a detective narrative is expected to be engaging, it cannot
identification (see Sherrick et al., 2014; Steinemann et al., be ruled out that the quality of writing (i.e., language level)
2017), findings based on IF-research designs may not be may lead to a different cognitive and emotional engagement.
completely comparable to video games. The visual richness Apart from narrative content, the type of medium used
and action dynamics of video game usually exceed those may also be of essence for the experience of transporta-
of IF by far. Video games entail not only choosing, design- tion. In contrast to, for instance, video games, texts are
ing, and customizing one’s avatar with regards to her or his thought to rely on more imaginative investment from
appearance and skills, but they also rely on perceiving the the recipient (Green et al., 2004). By implication, those
three-dimensional environment from a fist person perspec- individuals who have a higher likelihood of becoming
tive and on performing directed, willfully steered actions cognitively and emotionally immersed in media are also
(Bachen et al., 2016; Birk et al., 2016; Christy & Fox, 2016). expected to experience more transportation when reading
Here, the concept of agency seems to be of relevance: a story (Christy & Fox, 2016; Green & Jenkins, 2014).
It describes a sense of being the cause of the media char- As such, an individual’s immersive tendency is regarded
acter’s actions (Fox et al., 2015). As such, agency has also highly predictive of narrative transportation (Dal Cin
been associated with the experience of embodiment (see et al., 2007; Mazzocco et al., 2010) and, thus, also for
Murphy, 2004), which, in a basic sense of the concept, may identifying with the narrative’s character (Christy & Fox,
be described as having control over the body of the video 2016; Dal Cin et al., 2007). The current experiment was
game character (Aymerich-Franch, 2020). Hence, in contrast able to confirm this by showing that individuals with

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Current Psychology

higher immersive tendencies also reported more identi- Limitations and Conclusion


fication with the detective. However, it must be noted
that, among the predictors included in the multiple linear The strength of the current research lies in the use of
regression model, the factual immersion, i.e., the trans- widely applied, comprehensive measures for the assess-
portation into the narrative (as assessed by the TNQ), ment of key variables, as well as in closely adhering to
was a stronger predictor (β = 0.70) of identification than theoretical models of media interactivity and identification
immersive tendencies, i.e., the predisposition to become (see Green & Jenkins, 2014; Lin, 2013b; Slater & Rouner,
immersed in a medium (as assessed by the ITQ; β = 0.09); 2002). Furthermore, we followed the recommendation to
transportation into the narrative was the strongest of all use IF as a means of studying said associations, because
included predictors of the model. In future studies, the this reduces the risk of confounds (Sherrick et al., 2014)
effect of immersive tendencies or transportation should be and we included gender and age as possible predictors
examined alone, alongside controlling for the confound- (Cohen, 2001). As such, we were able to fill a gap in the
ing influence of the narrative’s interactivity, content and body of data. However, there are also several limitations
quality of writing. to the current study.
In accordance with Sherrick et al. (2014), the story’s
main character was assigned to participants. Hence, they
Gender, Age, and Identification could not choose between the male or female detective,
let alone customize him or her. Customization, however,
In the face of limited data, demographic variables were is assumed to potentially impact whether and to what
also included in the regression model, however, age did extent users identify with the fictional character (see Birk
not emerge as a significant predictor of identification. et al., 2016) and should be regarded in future research.
Given the broad age range (15 to 65 years) of our sample, Furthermore, we used a cross-sectional design. Yet, there
the non-significant finding implies that identification may is evidence that time may be of essence: For instance, Lin
occur independent of users’ age. A confounding factor, (2013a) reported that although their participants empa-
however, may be that our largest age group was between thized with a video game character, the duration of game
20–29 years (approx. 50% of the sample) and as such, play did not seem to be long enough to evoke more than
matched the detective’s age of 25–30 years as estimated emotional empathy. In support of this, a study (Van Rei-
in the pre-study. But to conclude that demographic simi- jmersdal et al., 2013) found that identification intensified
larity had no impact on identification (see Cohen, 2001; with longer gaming time. Longitudinal designs are needed
Slater & Rouner, 2002) is not feasible considering our to shed more light on this issue.
study design. Furthermore, we used static pictures to depict the detec-
Contrary to age, gender predicted identification with tive. Other IF-studies resorted to animated pictures (see
the story’s main character. Given that this predictor was Sherrick et al., 2014) or did not use any illustrative mate-
barely significant, it is difficult to make reliable statements rial at all (see Green & Jenkins, 2014). Although we pre-
about which gender had which effect. We may at this point evaluated the pictures to ensure that they were comparable
only cautiously state that in our sample – and in contrast to across genders and did not elicit any negative responses,
past findings (Hook, 2019) – males tended to report higher completely dropping them could have had a different
levels of identification. Furthermore, when we included effect on identification. In general, many interactive nar-
character gender and interaction of character and partici- ratives are devoid of the rich character description found
pant gender (as an indicator of demographic similarity in traditional narratives (books etc.); as such they leave
between participants and the characters) in the regression more space for the readers’ imagination (Green & Jenkins,
model, the model remained significant but gender lost its 2014). Yet, whether this lack of concrete character infor-
significant impact (which was weak to begin with). There- mation facilitates putting the recipient into the shoes of the
fore, we were not able to confirm Hook’s (2019) finding character, remains to be answered in future studies. Also,
that females identify more strongly with their own gender, the type of recruitment we chose for the current study and
while males identify with both genders. the resulting sample may be regarded a limitation. Given
In sum, more research is needed to add further suste- that IF may be used to foster education and health (Steine-
nance to the question of whether and how gender influ- mann et al., 2017), appropriate target groups (i.e., children
ences identification. Studies should strive for a 50:50 and adolescents or persons at risk of developing a mental
gender ratio and for balanced age groups, and include age disorder) should be taken into account in future studies.
as a continuous variable (in the current study, age was col- Finally, in order to increase experimental control, we
lected using categories), as well as control for perceived used a purportedly interactive story (see Jenkins, 2014;
demographic similarity with media characters.

13

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Current Psychology

Soto-Sanfiel et al., 2010; Steinemann et al., 2015). Our players’ empathy and interest in learning from a serious computer
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Funding  Open access funding provided by Medical University of Cohen, J. (2001). Defining identification: A theoretical look at the
Vienna. No funds, grants or other support was received for conducting identification of audiences with media characters. Mass Com-
this research. munication & Society, 4(3), 245–264. https://​doi.​org/​10.​1207/​
S1532​7825M​CS0403_​01
Data availability statement  Data is available upon request from the Cohen, J., Weimann-Saks, D., & Mazor-Tregerman, M. (2018). Does
corresponding author. character similarity increase identification and persuasion?
Media Psychology, 21(3), 506–528. https://​d oi.​o rg/​1 0.​1 080/​
15213​269.​2017.​13023​44
Declarations  Dal Cin, S., Gibson, B., Zanna, M. P., Shumate, R., & Fong, G. T.
(2007). Smoking in movies, implicit associations of smoking
Conflict of interest statement  The authors declare that they have no with the self, and intentions to smoke. Psychological Science,
conflict of interest. 18(7), 559–563. https://​d oi.​o rg/​1 0.​1 111/j.​1 467-​9 280.​2 007.​
01939.x
Open Access  This article is licensed under a Creative Commons Attri- Fox, J., Ahn, S. J., Janssen, J. H., Yeykelis, L., Segovia, K. Y., &
bution 4.0 International License, which permits use, sharing, adapta- Bailenson, J. N. (2015). Avatars versus agents: A meta-analysis
tion, distribution and reproduction in any medium or format, as long quantifying the effect of agency on social influence. Human-
as you give appropriate credit to the original author(s) and the source, Computer Interaction, 30(5), 401–432. https://​doi.​org/​10.​1080/​
provide a link to the Creative Commons licence, and indicate if changes 07370​024.​2014.​921494
were made. The images or other third party material in this article are Green, M. C., & Brock, T. C. (2000). The role of transportation in
included in the article’s Creative Commons licence, unless indicated the persuasiveness of public narratives. Journal of Personality
otherwise in a credit line to the material. If material is not included in and Social Psychology, 79(5), 701–721. https://​doi.​org/​10.​1037/​
the article’s Creative Commons licence and your intended use is not 0022-​3514.​79.5.​701
permitted by statutory regulation or exceeds the permitted use, you will Green, M. C., & Jenkins, K. M. (2014). Interactive narratives: Pro-
need to obtain permission directly from the copyright holder. To view a cesses and outcomes in user-directed stories. Journal of Com-
copy of this licence, visit http://​creat​iveco​mmons.​org/​licen​ses/​by/4.​0/. munication, 64(3), 479–500. https://​doi.​org/​10.​1111/​jcom.​12093
Green, M. C., Brock, T. C., & Kaufman, G. F. (2004). Understand-
ing media enjoyment: The role of transportation into narrative
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