So interaction with and attachment to characters

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So, interaction with and attachment to characters could be the key in increasing games sales. If companies enable the player to more closely interact with the characters, players may feel more attached to the characters and want to play more. When players become attached to characters, the possibility of increasing merchandise sales and making sequels increases. Therefore, companies make more money and increase jobs even further. In conclusion, this research may benefit the job market anywhere video game companies exist. Revealing that interaction plays an integral part in attachment to character would show us where games can be improved to elicit this benefit. To prove the connection between interaction and character attachment, Group One must agree to more attachment scale items than Group Two. With this proven, game companies will be urged to begin work on improving this area of gaming to increase sales and jobs.
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VIDEO GAMES AND CHARACTER ATTACHMENT 10 References Banks, J. & Bowman, N. (2014). Avatars are (sometimes) people too: Linguistic indicators of parasocial and social ties in player–avatar relationships. New Media & Society , 18, 1257- 1276.
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VIDEO GAMES AND CHARACTER ATTACHMENT 11 Bornstein, R. F., & Craver-Lemley, C. (2016). Mere Exposure Effect. In R. F. Pohl (Ed.), Cognitive Illusions: Intriguing Phenomena in Judgement, Thinking and Memory (pp. 256-275). Psychology Press. Bowman, N. D., Oliver, M. B., Rogers, R., Sherrick, B., Woolley, J., & Chung, M. (2016). In control or in their shoes? How character attachment differentially influences video game enjoyment and appreciation. Journal of Gaming & Virtual Worlds , 8(1), 83-99. doi:10.1386/jgvw.8.1.83_1 Bowman, N. D., Schultheiss, D., & Schumann, C. (2012). “I'm Attached, and I'm a Good Guy/Gal!”: How Character Attachment Influences Pro- and Anti-Social Motivations to Play Massively Multiplayer Online Role-Playing Games. Cyberpsychology, Behavior, and Social Networking , 15(3), 169-174. doi:10.1089/cyber.2011.0311 ESA. (2015). Essential Facts About the Computer and Video Game Industry. Retrieved April 22, 2017, from - 2015.pdf Jin, S. & Park, N. (2009). Parasocial interaction with my avatar: Effects of interdependent self- construal and the mediating role of self-presence in an avatar-based console game, Wii. Cyberpsychology & Behavior , 12, 723-727. Lewis, M., Weber, R., & Bowman, N. (2008). “They may be pixels, but they’re my pixels:” Developing a metric of character attachment in role-playing video games. Cyberpsychology & Behavior , 11, 515-518.
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