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Computers in Human Behavior 55 (2016) 1030–1038

Contents lists available at ScienceDirect

Computers in Human Behavior


journal homepage: www.elsevier.com/locate/comphumbeh

Research report

The relationship between character identification and flow state


within video games
Alistair Raymond Bryce Soutter∗, Michael Hitchens
Macquarie University, Sydney, NSW 2109, Australia

a r t i c l e i n f o a b s t r a c t

Article history: Flow is a concept used to describe the pleasurable immersion that individuals experience, often in recre-
Received 14 July 2015 ational activities such as video games. A key component in many video games is the player’s avatar;
Received in revised form 4 November 2015
through which the player experiences the game world and game play. Past theory suggests that flow
Accepted 10 November 2015
and the identification of a player with their avatar are vital aspects of video games and it is this that
Available online 21 November 2015
differentiates them from other forms of media. However, research on the relationship between flow and
Keywords: avatar/character identification is in its infancy. This study aimed to further examine these two concepts
Flow and their relationship within video games. This study consisted of 306 participants, who completed a
Immersion series of self-report questionnaires online. As hypothesised, it was found that character identification was
Video games strongly and positively related to flow. It was also found that only the video game specific characteristics
Personality of similarity to character and customisation were negatively and positively related to flow respectively.
Character identification
Furthermore, similarity but not customisation was related to character identification, and that similarity
Big 5
was strongly and positively related to character identification. Other findings include Openness to Ex-
perience being positively related to character identification, and Extraversion being negatively related to
character identification.
© 2015 Elsevier Ltd. All rights reserved.

1. Introduction playing times, indicates that gaming can be an activity that can be
pleasurable and engaging for players.
Video games form a large and growing segment of the enter- That an activity can capture and hold the attention of the per-
tainment industry, with estimates placing total revenue for the son undertaking that activity is well-understood. One concept that
games industry in 2013 at $21.5 billion USD in the US (ESA, 2014) is used to understand pleasurable engagement with an activity is
and €5.8 billion in the UK (Statista, 2014). This places the video flow (Csikszentmihalyi, 1990). Flow not only captures a rewarding
game industry at least on par with other entertainment forms, experience, but one where the active party’s attention is focussed
such as music, books, and movies. Participation in this entertain- on the activity to the exclusion of the outside world. This concept
ment medium is high, at least in developed countries, with 67% of is very relevant to games and has been studied within this medium
US households playing video games (ESRB, 2015), with similar fig- (Chen, 2007; Cowley, Charles, Black, & Hickey, 2008; Jin, 2012). In
ures in comparable markets. Furthermore, this study demonstrated the words of Cowley et al. (2008) “Flow is a well-established con-
that the average gamer plays for 10 h a week (ESRB, 2015). Playing struct for examining experience in any setting and its application
a video game as a form of entertainment is a choice on the part to game-play is intuitive.” While this concept is recognised, what
of players, requiring a willing engagement with the game in pref- inhibits or promotes that state while playing video games is not so
erence of other potential choices. It therefore seems reasonable to well understood.
assume that video games are seen by their players as an attractive Many video games focus the players’ interaction with the game
and rewarding pastime. Games are interactive and require consid- world through a main character or avatar (Lin & Wang, 2014),
erable attention from their players; this, combined with extensive which forms the focus of the players’ attention. The avatar is
constantly present, and in some games, such as third person ac-
tion games, in view in the centre of the screen. Even in games

Corresponding author.
where the avatar is not constantly displayed, such as a first per-
E-mail addresses: Alistair.Soutter@students.mq.edu.au (A.R.B. Soutter), son shooter, the player uses the avatar to interact with and af-
Michael.Hitchens@mq.edu.au (M. Hitchens). fect the game world. When a player is presented with an avatar

http://dx.doi.org/10.1016/j.chb.2015.11.012
0747-5632/© 2015 Elsevier Ltd. All rights reserved.
A.R.B. Soutter, M. Hitchens / Computers in Human Behavior 55 (2016) 1030–1038 1031

it may be perceived as similar or different to the player. This can enter the flow state has been linked to a number of concepts in-
be affected by the player’s choices, such as if the player is allowed cluding life-satisfaction, enjoyment, psychological well-being, and
to customise the avatar. Research has been conducted into vari- personality (Ullén et al., 2012).
ous aspects of avatar customisation. For example, players’ motiva- There are a number of concepts which are used to describe
tion in customising their avatars (Lin & Wang, 2014), their use for the experiences connected with attention being concentrated on
self-expression (Sung, Moon, Kang, & Lin, 2011), and their effect the current task. Such terms include presence, immersion, and
on player enjoyment of a game (Trepte & Reinecke, 2010). Further- flow, which have been given various definitions in the literature
more, customisation has been found to increase feelings of pres- (Brockmyer et al., 2009). Presence has been described as a “multi-
ence and immersion (Bailey, Wise, & Bolls, 2009). Customisation of dimensional concept” (Bulu, 2012; Decock, Van Looy, Bleumers, &
the avatar and perceived similarity between player and avatar may Bekaert, 2014), the primary dimensions being physical (or spatial)
have an effect on whether the player identifies with the avatar. Au- presence and social presence. Physical presence (which in this pa-
dience identification with fictional characters transports the audi- per, for simplicity, we will hereafter refer to simply as presence)
ence into the position of that character and immerses them in the is defined as “the experience of being or existing in one environ-
world the character inhabits (Cohen, 2001). While there has been ment even when one is physically situated in another” (Witmer
research into avatar identification, limited work has been done on & Singer, 1998). Immersion has been described by many authors,
the relationship between identification and immersion in the con- but the definitions they give are often in conflict. For example,
text of video games. Brockmyer et al. (2009) described immersion as “the experience of
Presence and immersion are concepts that have been exten- being engaged while retaining some awareness of one’s surround-
sively investigated and their relationship to flow has been noted ings”. In contrast, immersion has also been described as “the sense
(Nacke & Lindley, 2008). Given the relationship between presence, of being wholly absorbed in an activity to the complete loss of
immersion, and flow and between presence, immersion, and iden- awareness of the real world” (Cairns, Cox, Day, Martin, & Perry-
tification with fictional characters, it appears reasonable to hypoth- man, 2013). Cairns et al. (2013) further say that immersion is char-
esise a relationship between avatars and the flow state. Players acterised by not only the loss of one’s surroundings, but also a
may identify with their avatar (Van Looy, Courtois, De Vocht, & De distorted sense of time, total involvement, and a strong sense of
Marez, 2012), and a heightened identification may then enhance control. This is problematic as this later description is very similar
the degree to which a player’s attention is captured by the game, to experiences of flow. However, research on immersion has con-
which could then result in a heightened experience of the flow sistently found that immersion exists on a continuum (Brown &
state. Cairns, 2004; Jennett et al., 2008). In light of this, it appears that
In a video game, the identification of a player with their avatar these authors may simply be describing different levels of immer-
and the control of the player over the visual depiction of the avatar sion rather than having conflicting definitions. This is supported by
are good candidates to examine possible effects on the flow state studies that consider immersion as consisting of multiple levels or
within games. Identification with the avatar may be influenced a continuum. As described by Jennett et al. (2008) the first level,
by the perceived similarity between player and avatar and the engagement, occurs when the player overcomes the initial barriers
level of customisation available. This study will examine the re- of the game (e.g., controls and instructions), which requires time,
lationships between player/avatar identification, avatar customisa- effort, and attention. The second level, engrossment, occurs when
tion, perceived similarity between avatar and player, and the abil- an individual overcomes the barrier of game construction, in that
ity to enter a flow state while playing a video game. the features of the game need to merge with the player so that the
This paper is structured as follows. Section 2 is a review of the player becomes less self-aware and less aware of their surround-
literature on immersion, presence, and flow generally and within ings. It is this second level that appears to match the definition
the context of video games. Section 3 presents the aims of and hy- of immersion given by Brockmyer et al. (2009). The next and final
potheses of this study, with section 4 detailing the method for an- level is total immersion, in which the player is completely cut-off
swering these aims and hypotheses. Results are presented in sec- from reality. This final level is rare and fleeting, whereas the other
tion 5 and discussed in section 6. two levels occur more frequently. It is this last level that closely
matches the description of Cairns et al. (2013). In light of this re-
2. Literature review search, this study will describe immersion as a continuum that in-
creases in involvement as one becomes more immersed.
2.1. Immersion, presence, and flow Flow is related to presence and immersion and at times the
word ‘immersion’ has been used in describing the flow state
Originally conceived by Csikszentmihalyi in the 1970s, the con- (Sherry, 2004). In the discussion of the levels of immersion in
cept of flow was created to account for the pleasurable immer- Jennett et al. (2008) the final level (total immersion) is very similar
sion reported by individuals in everyday activities (Sherry, 2004). to the commonly accepted definitions of flow. Flow occurs when a
Csikszentmihalyi described it as an experience so rewarding that participant is so immersed within the task that they enter the flow
individuals participated in the activity for its own sake with lit- state; because of this, flow has been characterised as the extreme
tle thought for what external or other reward they would get for highest point of immersion (Cairns et al., 2013). Furthermore, it
the task (Csikszentmihalyi, 1990). Flow consists of 8 components: has been stated that an individual’s experience in a task can range
1) clear goals, 2) a high degree of concentration, 3) a loss of self- from presence to flow (Brockmyer et al., 2009). It is clear from the
reflection, 4) time distortion, 5) direct and immediate feedback, 6) literature that the three concepts (presence, immersion, and flow)
sense of personal control, 7) intrinsically rewarding, and lastly 8) a are closely related. It could be that flow represents one end of a
balance between ability level and challenge (Jennett et al., 2008). continuum, which captures the most intense experiences. The cur-
In the past flow has been studied using self-report questionnaires rent study will examine factors contributing to this state.
designed to capture these dimensions (Jackson & Eklund, 2004; de
Manzano, Theorell, Harmat, & Ullén, 2010; Ullén et al., 2012). Phys- 2.2. Flow in video games
iological measures of flow have begun to be developed (Nacke &
Lindley, 2008); however, some argue that these are not yet able Video games differ from traditional media, such as movies, in
to fully describe the flow experience (Weibel, Wissmath, Habegger, that individuals are not simply a passive audience, instead individ-
Steiner, & Groner, 2008). It has been found that one’s ability to uals are active participants (Qin, Rau, & Salvendy, 2009). A num-
1032 A.R.B. Soutter, M. Hitchens / Computers in Human Behavior 55 (2016) 1030–1038

ber of researchers have stated that what makes a game popular characters that are more similar to themselves than those with a
and enjoyable is its ability to draw in its players, absorbing them low satisfaction with life (Trepte & Reinecke, 2010). Furthermore,
into the virtual world, in other words its ability to induce flow it was found that the competitiveness of the game mediated this
(Brockmyer et al., 2009; Christou, 2014; Dickey, 2005; Hitchens, effect. Research has found that gender effects whether a player
Drachen, & Richards, 2012). creates a character similar to themselves, finding that men com-
Flow appears quite similar to those experiences reported by pared to women create less similar characters (Guadagno, Mus-
gamers when playing (Brockmyer et al., 2009), and it has been sug- canell, Okdie, Burke, & Ward, 2011).
gested that video games have several characteristics for the cre- A study by Dunn and Guadagno (2012) examined the effect
ation and maintenance of flow (Jin, 2011). Research into the psy- of personality on character customisation and the impact of gen-
chological experience reported by video gamers has been found to der. Through their examination of the Big Five these researchers
be consistent with Csikszentmihalyi’s flow theory (Weibel et al., found a number of relationships (Dunn & Guadagno, 2012). In re-
2008). Video games are designed to require interactive involve- gards to Openness, they found that the higher the participant’s re-
ment, and provide feedback to players while also manually and ported Openness the more likely they were to report their char-
automatically managing a balance between challenge and skill acters as having a more similar personality and feeling more con-
(Weibel et al., 2008). nected to their character even after controlling for gender. In re-
The flow concept could have been developed to capture the ex- gards to Conscientiousness, Dun and Guadagno found those who
perience of players in video games, despite the pastime not ex- reported being high in Conscientiousness rated their characters as
isting when the concept was first proposed (Sherry, 2004). Video more similar to themselves when compared to those with low
games encompass many of the characteristics of flow in that they Conscientiousness. It was also found that introverts compared to
1) have concrete rules and goals that are explained within the extraverts created more attractive characters relative to their own
game, 2) easily provide a balance between skill and challenge ei- attraction; this was found even after controlling for gender (Dunn
ther manually or automatically, 3) provide immediate and con- & Guadagno, 2012). Agreeableness had a similar influence as Con-
sistent feedback through a number of different ways, and 4) as- scientiousness, with highly agreeable players rating their charac-
sist players in ignoring the real world and increase concentra- ter as resembling themselves more when compared to those with
tion on the game through visual, auditory, and occasionally tac- low Agreeableness (Dunn & Guadagno, 2012). Lastly, it was found
tile stimuli (Sherry, 2004). These characteristics make video games that Neuroticism and gender interacted to create a relationship
ideal for creating and maintaining flow (Sherry, 2004). Further- between character and player’s attractiveness (Dunn & Guadagno,
more, time distortion, an element of flow, is commonly reported 2012). This evidence suggests that personality plays an important
by players of video games (Brockmyer et al., 2009; Sherry, 2004). role in character creation.
In summary, research has shown that video games not only pro- After character creation players appraise their creation, this ap-
vide the foundations for flow, but also assist in its creation and praisal is suggested to result in character identification, which
maintenance. Therefore, it is clear that video games are not only makes players feel connected to their character (Trepte & Reinecke,
ideal for studying flow, but that the notion has theoretical merit 2010). This identification with one’s character is stronger if one’s
(Jin, 2012). character is similar to themselves (Trepte & Reinecke, 2010). Char-
Past research into other forms of media has found that read- acter creation allows players to alter their characters to be more
ers/viewers become absorbed in the plot and identify with charac- similar to themselves, which in turn enhances character identifica-
ters within the book/movie/show (Van Looy et al., 2012). Despite tion.
this and the importance of character identification in other forms
of media, there has been little research conducted into character 2.4. Character identification within video games
identification in video games (Van Looy et al., 2012). This is inter-
esting as individuals play a character or characters in the majority Users of media, such as novels or films, often become absorbed
of games, and thus they are a prominent aspect of video games within the plot and begin to identify with characters portrayed
(Hitchens et al., 2012). Furthermore, it has often been argued that within the story (Van Looy et al., 2012). Identification differs to
what distinguishes a video game from other forms of media is the spectatorship in that identification provides a mechanism which
relation between player and character (Van Looy et al., 2012). allows users to experience and interpret events from within the
text as if they were present (Cohen, 2001). Within media the pro-
2.3. Character/avatar customisation cess of identification allows the user to replace their identity with
that of the character causing individuals to lose their sense of self-
A current trend is for games to provide players with more de- awareness and become the character temporarily (Cohen, 2001;
tailed levels of avatar customisation (Dunn & Guadagno, 2012; Lin Hefner, Klimmt, & Vorderer, 2007). Studies of media have iden-
& Wang, 2014). Customisation varies dramatically across games, of- tified character identification as having an important role in the
fering different levels of customisation from simple high-level fea- effects of media on individuals, in particular aggression (Cohen,
tures (e.g., gender) to full customisation of a character’s aesthetic 2001; Gentile, Saleem, & Anderson, 2007).
and background (Ducheneaut, Wen, Yee, & Wadley, 2009; Turkay Video games are unique in that characters are not distinct so-
& Kinzer, 2014). Researchers have suggested that players attempt cial entities, instead they are directly controlled by the player. This
to create characters that are realistic and represent characteristics allows players to merge their sense of self with the game char-
that are integral to their own sense of identity (Schroeder, 2002). acters while playing (Klimmt, Hefner, & Vorderer, 2009). A study
One study found that players will identify more with avatars that demonstrated that the interactive element of video games facili-
physically resemble the player (Williams, 2010). Other research has tates character identification, finding that active players identified
suggested that players tend to choose characters that are similar with their character more than individuals who simply watched
to themselves in regards to gender but enhance certain aesthetic the game (Klimmt et al., 2009). While playing, players experience
qualities (Sung et al., 2011). Despite this aesthetic experimentation how it feels to take on the role of the character, for example, play-
players are reluctant to create personalities for their character that ers of a military video game internalise the role and reactions of
do not match their own (Ducheneaut et al., 2009). A study found a soldier on a battlefield (Klimmt, Hefner, Vorderer, Roth, & Blake,
that players who have a high satisfaction with life tend to create 2010). Identification is not merely whether a user is similar to their
A.R.B. Soutter, M. Hitchens / Computers in Human Behavior 55 (2016) 1030–1038 1033

character, but rather it describes the merging of player with the H3. The more similar a video game character is to the player will
character (Trepte & Reinecke, 2010). Character identification is only be related to player’s reporting they identify with their video game
relevant within games where players control a character. However, character more.
it is possible that character identification may manifest differently
within these games, with the player taking on the role of an invis- 4. Method
ible managerial role (Van Looy et al., 2012).
There are a number of factors that influence character iden- 4.1. Participants
tification. Firstly, similarity assists individuals in imagining them-
selves as the character portrayed; however, this similarity is based Participants were recruited from a first year psychology pool,
on a number of factors beyond simple demographics, such as per- online forums (e.g., Whirlpool forums), research websites (e.g., Psy-
sonality and experiences (Cohen, 2001). Furthermore, it is influ- chological Research on the Net), social media (e.g., Facebook), and
enced by life-satisfaction and the requirements of the game. Play- community notice boards. Of an original 464 participants, 101 were
ers identify with similar characters only if their life satisfaction is from the first year psychology pool while the remaining 363 were
high and the game requires or allows for a similar character. How- recruited from online forums, research websites, social media, and
ever, if one’s life satisfaction is low or the game requires a dis- community notice boards. 158 participants were removed due to
similar character players will identify with a dissimilar character lack of information or failure to follow instructions. Of the exclu-
(Trepte & Reinecke, 2010). sions, 6 were from the first year psychology pool and 152 from
Although many studies examining traditional media have em- the other sources mentioned above. The remaining 306 partici-
phasised the importance of character identification (Cohen, 2001), pants, after exclusions, consisted of 45.1% females, 52.9% males,
character identification within video games has been the focus of and 2% other. Ages ranged from 17 to 43, with a mean age of 23.25
few studies (Jansz & Martis, 2007; Schneider, 2004; Van Looy et al., (SD = 5.908), demonstrating a broad age range. However, the ma-
2012). Even less examined is the link between the identification of jority of participants were between 17 and 29, with 95.8% being
player with character and the flow state in video games, on which below the age of 35. This demonstrates that ages above the mid-
no research has been conducted on as of yet. 30s were not well represented in the data. The majority of partic-
ipants reported they had played games for over 10 years (60.5%).
This was followed by 3–4 years (7.2%), 9–10 years (6.9%), 5–6 years
2.5. The present study
(5.9%), 1–2 years (4.9%), 0–1 years (4.9%), 6–7 years (3.9%), 8–9
years (3.6%), and 7–8 years (2.3%). This demonstrates that although
It is clear that there has been extensive literature on flow,
the majority of individuals had played for over 10 years, there was
character identification, and character customisation. However, the
a range of individuals who had played for less than 10 years. Any
study of these concepts within the domain of video games is cur-
generalisation of the results of this study must take these distribu-
rently in its infancy (Jansz & Martis, 2007; Przybylski, Weinstein,
tions into account.
Murayama, Lynch, & Ryan, 2012). Preliminary studies have found
that flow does indeed occur within video games, and is facili-
4.2. Measures
tated by its design (Sherry, 2004). Furthermore, research into char-
acter identification has identified a number of factors facilitating
Participants were asked to complete a survey, which consisted
its occurrence (Cohen, 2001; Trepte & Reinecke, 2010), and once
of 6 scales assessing the various constructs of interest, as well as
achieved helps individuals transport themselves into the character
a number of questions on demographics and past gaming history.
(Cohen, 2001). It is this transportation into a video game charac-
During the survey participants were asked to nominate a game
ter that this study focuses on, in particular how this might assist
they had played, on which they would answer questions related to
flow.
usage and their character. The only inclusion criteria involved was
To date there has been no research into how character identi-
that participants must choose a game that they play, this allowed
fication might influence flow. This represents a gap in the litera-
for a broad spectrum of games and game types to be examined,
ture as character identification transports individuals into a char-
and also allowed participant’s answers to be in relation to a game
acter, causing one to lose awareness of one’s surroundings and self
they have played themselves. Furthermore, the scales of customi-
(Cohen, 2001). This would appear to assist flow in media, as a key
sation, similarity, flow, and character identification were answered
aspect of flow is loss of self-reflection (Jennett et al., 2008), which
in respect to this chosen game. Unfortunately, no previous scales
as Cohen (2001) reports occurs when one identifies with a char-
existed to measure how much an individual customised their char-
acter. This study attempts to address this apparent connection and
acter or how similar a person thought their character was to them-
how other factors might influence this relationship.
selves. Due to this, the present study used a simple measure for
each of these concepts, involving a single item for each one as de-
scribed below. While in some cases the instruments used different
3. Aims and hypotheses
scales (for example, in some cases 5-point and in another 7-point),
analysis of the results was only across like-sized scales.
The aim of this study was to examine the relationship between
character identification and flow and how other factors can influ-
4.2.1. Satisfaction with Life Scale
ence this relationship and identification with one’s character.
The Satisfaction with Life Scale (SWLS; Diener, Emmons, Lasren,
H1. An increase in a player’s identification with their video game & Griffin, 1985) was used to assess participants’ satisfaction with
character will be related to an increase in one’s ability to enter a life. This scale consisted of 5 statements (e.g., I am satisfied with
flow state. my life) rated on a 7-point Likert scale, from 1 (Strongly disagree) to
7 (Strongly agree). Scores were summed as per instructions of this
H2. An increase in a player’s customisation of their character established scale. This scale has been used in a number of pub-
within the video game will be related to an increase in their iden- lished studies and has been found to have good internal consis-
tification with their character. tency, indicated by Cronbach’s alpha ranging from 0.790 to 0.890
1034 A.R.B. Soutter, M. Hitchens / Computers in Human Behavior 55 (2016) 1030–1038

(Pavot & Diener, 2008). This scale was found to have good internal Lastly, self-report was chosen as physiological measures are time-
consistency (α = 0.863). consuming and thus restrict the number of participants. It would
also have the adverse effect of participants being forced to play a
specific game pre-loaded by the researchers. Participant’s choices
4.2.2. Personality scale in deciding to play are important, as discussed above; and thus
The M5-50 Questionnaire (McCord, 2002) was used to assess forcing on participants a game which did not match their normal
participants’ personality. This scale consisted of 50 statements (e.g. leisure choices risks reduced the chances of flow occurring com-
Panic easily) rated on a 5-point Likert scale, from 1 (inaccurate) pared to participants simply reporting on their own normal game
to 5 (accurate). This measure consisted of five subscales (Openness play. The questions were slightly modified to refer to the game
to Experience, Conscientiousness, Extraversion, Agreeableness, and chosen by participants and to make more grammatical sense. This
Neuroticism). Each subscale score was calculated by averaging the scale consisted of 28 statements (e.g., I tend to lose track of time
scores on their associated statements as per the instructions of this when playing this game), assessed on a 7-point Likert scale, from
established scale. This scale has been used in a number of pub- 1 (Strongly disagree) to 7 (Strongly agree). A total flow score was
lished studies and has been found to have good internal consis- calculated by summing scores from all statements, as previous fac-
tency. Cronbach’s alphas of 0.863, 0.759, 0.849, 0.864, and 0.778 tor analysis on this scale has shown items cluster together (Chou &
were reported for Extraversion, Agreeableness, Conscientiousness, Ting, 2003). Past Cronbach’s alphas for the unmodified scale have
Neuroticism, and Openness to Experience respectively (McCord, been reported as α = 0.921, 0.937, 0.790, 0.870, and 0.914 for
2002). In the present study α = 0.895, 0.770, 0.863, 0.873, and the respective subscales of concentration, playfulness, distortion in
0.734, for Extraversion, Agreeableness, Conscientiousness, Neuroti- time perception, telepresence, and exploratory behaviour (Chou &
cism, and Openness to Experience respectively, indicating good in- Ting, 2003). In the present study α = 0.910, 0.937, 0.832, 0.898,
ternal consistency. and 0.910 for the respective subscales of concentration, playful-
ness, distortion in time perception, telepresence, and exploratory
behaviour. An overall Cronbach’s alpha for flow of α = 0.953 for
4.2.3. Customisation scale
the overall sample was found. These values indicate good to excel-
Customisation of one’s character was assessed by asking partic-
lent internal consistency.
ipants how much they customised their character, rated on an 11-
point Likert Scale, from 0 (none) to 10 (completely). This scale con-
trolled for participants who chose a default character, as it asked 4.3. Procedure
how they customised their character, rather than how much the
game potentially allowed them to customise their character. Fur- The survey was conducted online, with participants giving con-
thermore, this also allowed for personal customisation of an indi- sent before answering the 15 min survey, which was given in a
vidual’s character that is not necessarily done in game, but affects fixed order. Separate links were given to first years and the gen-
play. For example, in The Elder Scrolls V: Skyrim individuals can eral public, to differentiate participant sources. Macquarie students
customise their background a little, but some players might cus- were given course credit for their participation.
tomise their character as having a certain personality, that is por-
trayed through how an individual plays the game rather than any 5. Results
physical customisation inside the game.
5.1. General results

4.2.4. Similarity scale Analysis of data was conducted using SPSS (v22). For all hy-
Similarity to one’s character was assessed by asking participants potheses a series of multiple linear regressions with model reduc-
how similar their character was to them, considering both looks tion were performed with significance set at p < 0.05. Analysis
and personality, rated on an 11-point Likert scale, from 0 (not at found all assumptions were met.
all) to 10 (completely like me). Preliminary analyses, using independent samples t-tests, were
conducted to determine whether sample group membership (first
year psychology pool or other sources) was related to flow or
4.2.5. Character identification scale character identification scores. The analyses indicated there was
Character identification was assessed using an established scale no significant difference between groups on these two measures
(Van Looy et al., 2012) consisting of 17 statements (e.g., My char- (p > 0.05), as a result samples were combined for analyses.
acter is an example of me), rated on a 5-point Likert scale, from Descriptive statistics for scales are reported in Table 1.
1(strongly disagree) to 5(strongly agree), how much they agreed
with the statements in relation to the character they played in 5.2. Hypothesis 1: character identification and flow
their chosen game. Scores were summed for a total character iden-
tification score, as previous factor analysis on this scale has shown A multiple linear regression with model reduction was con-
items cluster together (Van Looy et al., 2012). Past Cronbach’s al- ducted, with total flow as the dependent variable. The original
pha for this scale have had excellent internal consistency, ranging model before reduction included the predictors of the five person-
from α = 0.950 to 0.960 (Van Looy et al., 2012). This scale had ality sub-scales, life satisfaction, gender, customisation, similarity,
excellent internal consistency (α = 0.947). and character identification. The analysis revealed that this model
was significant, F (10, 273) = 19.949, p < 0.001, R 2 = 0.422.
Model reduction was then conducted with alpha set at 0.05. Af-
4.2.6. Flow scale ter model reduction only character identification, similarity, and
A flow scale (Chou & Ting, 2003) was used to assess partici- customisation remained. This new model was significant, F (3,
pants flow state for the game they selected. As mentioned before 280) = 63.282, p < 0.001, R 2 = 0.404. The removal of seven vari-
there are some physiological measures of flow, but they are in their ables only led to a reduction in R 2 of 0.018. See Table 2 for a
infancy. Furthermore, a self-report measure was used due to its ex- summary of the regression results. The following values are from
tensive use in the past (Ullén et al., 2012), and thus has a stronger Model 2, found in Table 2. Holding customisation and similarity
reported reliability and validity than newer physiological measures. constant, those with a higher character identification score also
A.R.B. Soutter, M. Hitchens / Computers in Human Behavior 55 (2016) 1030–1038 1035

Table 1
Descriptive statistics.

Variable n M SD Possible range Actual range

Minimum Maximum Minimum Maximum

Satisfaction with Life 306 23.09 6.48 5.00 35.00 5.00 35.00
Customisation 293 5.86 3.87 0.00 10.00 0.00 10.00
Similarity 293 3.98 3.00 0.00 10.00 0.00 10.00
Character Identification 306 42.98 16.23 17.00 85.00 17.00 85.00
Flow 297 114.81 31.29 28 196 30 196
Personality Scale
Openness to Experience 306 3.78 0.57 1.00 5.00 2.10 5.00
Conscientiousness 306 3.27 0.72 1.00 5.00 1.30 5.00
Extraversion 306 3.08 0.84 1.00 5.00 1.10 4.90
Agreeableness 306 3.68 0.57 1.00 5.00 1.00 5.00
Neuroticism 306 2.73 0.79 1.00 5.00 1.00 4.90

Table 2 Table 3
Summary of model reduction for Hypothesis 1. Summary of model reduction for Hypothesis 2 & 3.

Variable B SE B β Variable B SE B β

Model 1 Model 1
Openness to experience 3.065 2.659 0.056 Openness 2.881 1.284 0.101∗
Conscientiousness −4.884 2.299 −0.110∗ Conscientiousness 0.350 1.127 0.015
Extraversion 2.017 2.038 0.053 Extraversion −2.758 0.984 −0.140∗∗
Agreeableness 2.323 2.782 0.043 Agreeableness 0.391 1.372 0.014
Neuroticism −1.656 2.466 −0.042 Neuroticism 1.908 1.199 0.093
Life satisfaction −0.211 0.288 −0.044 Life satisfaction 0.008 0.143 0.003
Gender 2.902 2.995 0.050 Gender −0.514 1.473 −0.017
Similarity −2.059 0.704 −0.197∗∗ Similarity 3.584 0.275 0.656∗∗∗
Customisation 1.325 0.424 0.162∗∗ Customisation 0.058 0.209 0.014
Character identification 1.336 0.121 0.693∗∗∗ R2 0.465
R2 0.422 F 27.349∗∗∗
F 19.949∗∗∗ Model 2
Model 2 Openness 3.016 1.258 0.105∗
Similarity −2.172 0.675 −0.208∗∗∗ Extraversion −3.151 0.870 −0.160∗∗∗
Customisation 1.371 0.420 0.168∗∗∗ Similarity 3.621 0.240 0.663∗∗∗
Character identification 1.335 0.117 0.692∗∗∗ R2 0.459 R2 0.006
R2 0.404 R2 0.018 F 81.609∗∗∗
F 63.282∗∗∗
Note: N = 293, ∗ p ≤ 0.05, ∗∗
p ≤ 0.01, ∗∗∗
p ≤ 0.001.
Note: N = 284, ∗ p ≤ 0.05, ∗∗
p ≤ 0.01, ∗∗∗
p ≤ 0.001.

in Table 3. Customisation was not a significant predictor of char-


had a higher total flow score (B = 1.335, 95% CI [1.104, 1.566], acter identification (p = 0.781). Holding Openness and Extraver-
p < 0.001). Holding customisation and character identification con- sion constant, those with a higher similarity also had a higher
stant, those with a higher similarity score had a lower flow score character identification score (B = 3.621, 95% CI [3.148, 4.093],
(B = −2.172, 95% CI [−3.502, −0.842], p = 0.001). Holding sim- p < 0.001). Holding Openness and similarity constant, those with
ilarity and character identification constant, those with a higher a higher Extraversion score had a lower character identification
customisation score had a higher flow score (B = 1.371, 95% CI score (B = −3.151, 95% CI [−4.864,−1.439], p < 0.001). Holding Ex-
[0.554, 2.198], p = 0.001). Character identification appears to be traversion and similarity constant, those with a higher Openness
the strongest predictor compared with customisation and similar- score had a higher character identification score (B = 3.016, 95%
ity (β = 0.692 compared to β = 0.168 and β = −0.208 respec- CI [0.539, 5.492], p = 0.017). Similarity appears to be the strongest
tively). predictor compared with Openness and Extraversion (β = 0.663
compared to β = 0.105 and β = −0.160 respectively).
5.3. Hypothesis 2 & 3: customisation, similarity, and character
identification 6. Discussion

Hypothesis 2 and 3 were combined as they included the same Hypothesis 1 was clearly supported, finding greater character
variables. A multiple linear regression with model reduction was identification correlating with higher levels of flow. These findings
conducted, with character identification as the dependent variable. are in line with expectations. Previous research has demonstrated
The original model included the predictors of the five personal- that as an individual identifies with a character they become trans-
ity sub-scales, life satisfaction, gender, customisation, and similar- ported into said character (Cohen, 2001). This transporting is de-
ity. The analysis revealed that this model was significant, F (9, scribed as a loss of self-reflection (Cohen, 2001), which is an aspect
283) = 27.349, p < 0.001, R 2 = 0.465. of flow (Jennett et al., 2008). Model reduction found that gender,
Model reduction was then conducted removing variables, based personality factors, and life satisfaction were not related to flow.
on an alpha of 0.05. Only Extraversion, Openness, and similarity This suggests that these factors do not influence flow experience
remained. This new model was significant, F (3, 289) = 81.609, within video games. The finding that life satisfaction is not related
p < 0.001, R 2 = 0.459. Six variables were removed with only to flow is counter to past research (Ullén et al., 2012). However, a
a reduction in R 2 of 0.006. See Table 3 for a summary of the problem with this is that Ullén et al. (2012) looked at flow within
regression results. The following values are from Model 2, found everyday life and not video games. This contrary finding is possibly
1036 A.R.B. Soutter, M. Hitchens / Computers in Human Behavior 55 (2016) 1030–1038

explained by video games allowing those who are unsatisfied with a greater impact on them. However, one must keep in mind that
life to explore and become what they wish they could be, and thus due to the correlational nature of this research, causation cannot
making life satisfaction irrelevant (Trepte & Reinecke, 2010), some- be determined.
thing that is less likely within real life experiences of flow. The Model reduction found that gender, Conscientiousness, Neuroti-
finding that personality was not related to flow is also counter to cism, Agreeableness, and life satisfaction were not significantly re-
past research (Ullén et al., 2012). A possible explanation for this lated to character identification. Past research has suggested links
lack of finding is that Ullén et al. (2012) were testing flow prone- between these personality variables and character identification
ness, rather than experiences of flow. It is possible that personality (Dunn & Guadagno, 2012; Trepte & Reinecke, 2010). However, these
only effects flow proneness and not the experience itself. Lastly the studies mainly looked at character creation rather than identifi-
failure to find a relationship between gender and flow is in support cation, or when they did look at character identification it was
of past research (Sweetser & Wyeth, 2005). through this character-player similarity. The failure to replicate
Model reduction revealed that character customisation and sim- these findings could be due to these personality variables having
ilarity to character were also related to flow. It was found that no effect on character identification after similarity to one’s char-
those who customised their character to a greater extent reported acter is controlled for. Lastly life satisfaction has been linked to
higher levels of flow. However, those who rated their character character identification (Trepte & Reinecke, 2010), which was not
as more similar to themselves reported lower levels of flow. This supported by this study. This could be due to the competitiveness
demonstrates that flow is a complex construct and is not explained of the game, which past research has suggested mediates the effect
simply by one factor, as suggested by past research (Ullén et al., of life satisfaction on character identification (Dunn & Guadagno,
2012). The finding that customisation is related to flow suggests 2012). Therefore, future research should examine whether this re-
that by customising one’s character one might be more likely to lationship changes once game competitiveness is controlled for.
enter a flow state, however, causation cannot be determined in this Model reduction revealed that Extraversion and Openness were
study due to its correlational nature. The finding that similarity significantly related to character identification. Higher levels of ex-
was negatively related to flow is counter to past research (Cohen, traversion were found to be related to lower levels of character
2001); this could be due to the competiveness of the game cho- identification. This is interesting as research has demonstrated that
sen by participants. Past research has demonstrated that in highly extroverts create more similar characters to themselves (Dunn &
competitive games players create less similar characters (Trepte & Guadagno, 2012), and that higher levels of similarity to a character
Reinecke, 2010); it is thus possible that competitiveness could have increases character identification (Trepte & Reinecke, 2010). Open-
mediated and resulted in this negative relationship. This should be ness was found to be positively related to character identification
examined in future studies. which is in line with past research, which has found that those
It is interesting that customisation is positively related to flow with higher levels of Openness report feeling more connected to
whereas similarity is negatively related to flow. This is surprising their character (Dunn & Guadagno, 2012).
as research suggests that players who have access to customisation These results are important as there is currently very little re-
tools would create characters more similar to themselves (Sung search into character identification in video games (Jansz & Mar-
et al., 2011). The finding that customisation was positively related tis, 2007). This area of study is important in understanding video
to flow while similarity was negatively related suggests that there games, as it is the player’s relation to their character that de-
is a component outside of these two factor’s relationship with each fines and separates video games from other forms of media (Van
other that is affecting flow. Lastly, these results are interesting as Looy et al., 2012). Furthermore, as previously mentioned charac-
they demonstrate that the only factors tested that were signifi- ter identification plays an important role in the effects of media.
cantly related to flow were video game specific characteristics. Thus, by having greater knowledge of which personalities are more
Hypothesis 2 was not supported, finding no relationship be- likely to form this character identification, it is potentially possi-
tween character customisation and character identification. This ble to pre-screen which individuals, based on their personality, will
does not support past research which suggests that increased cus- most likely relate to their character and subsequently be affected
tomisation would allow players to customise their characters how more by the media. This is useful in gaming treatments like SPARX.
they desire and thus identify with them more (Trepte & Reinecke, (2012), as it potentially identifies which individuals will be more
2010). A possible explanation for this finding is possibly the differ- easily impacted by the treatment, and which will need more help
ent types of customisation that exists, with some occurring inside in identifying with their character.
the game and some occurring inside the player’s imagination but is This study had a few limitations, firstly it was completely on-
acted out through the game. It is possible that the measure of cus- line, and thus the honesty of answers can be called into ques-
tomisation here was not sophisticated enough to pick up on these tion. However, this problem exists in non-online surveys (Foster,
different types of customisation. Another explanation is that play- Campbell, & Twenge, 2003). A further weakness is selection bias,
ers do not customise their character in a way that makes it easy in that those who chose to answer the survey potentially do not
to identify with, but rather customise their character to meet the represent the average player (Ducheneaut et al., 2009). Despite the
challenges within the game. Future research should examine this study being open to any English-speaking individuals, the major-
in more depth. ity of participants were Australian and American. Furthermore, al-
Hypothesis 3 was supported, finding that a greater similarity to though present, there were limited numbers of Asian and African
one’s character was related to greater levels of character identifica- participants, and no South Americans. The over-representation of
tion, which is in line with past research (Trepte & Reinecke, 2010). certain groups and under-representation of others poses problems
This has real-world implications in that the more similar a gamer for generalizability. The correlational nature of this study meant
is to their character the more they might identify with the charac- that causation could not be concluded, and the possibility of the
ter, which, as previously mentioned, identifying with one’s charac- third variable problem. Future studies should also examine other
ter is shown to be play an important role in the effects of media variables such as game competitiveness. Despite these weaknesses,
(Cohen, 2001). This could enhance video games used in treatment this study had a number of strengths such as a relatively large
of mental illness, such as SPARX. (2012); as by creating a more sample size across many countries, ages and gender, novelty of re-
similar character to the person, the media/treatment might have search, and a broad spectrum of games studied.
A.R.B. Soutter, M. Hitchens / Computers in Human Behavior 55 (2016) 1030–1038 1037

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player character identification via personal pronouns. Proceedings of the 8th Aus-
further studies are needed to build upon the findings of these tralasian conference on interactive entertainment playing the system – IE’12 (pp. 1–
studies. 11). http://dx.doi.org/10.1145/2336727.2336738.
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Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., et al. (2008). Mea-
particular Eugene Chekaluk, for its assistance while completing this
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work as part of an Honours Degree. nal of Human-Computer Studies, 66(9), 641–661. http://dx.doi.org/10.1016/j.ijhcs.
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