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Theory and hypothesis there are two theories behind

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Theory and Hypothesis There are two theories behind my research design: character attachment and its developed scale as well as exposure increases liking. I have briefly defined and discussed character attachment in the introduction section above, but I would like to go more in depth with the theory side of it. Lewis et al. set out to define and develop a scale for character attachment. In regards to their definition of character attachment, one article states: “As defined by Lewis et al. (2008), CA comprise four dimensions, including the player: (1) identifying as the in-game character (identification); (2) feeling a heightened sense of control over the in-game characters actions (control); (3) suspending his or her disbelief of the virtual world and accepting it as a ‘real’ one for purposes of the gaming experience (suspension of disbelief); and (4) feeling an increased responsibility for the in- game character’s well-being (responsibility)” ( Bowman, Oliver, Rogers, Sherrick, Woolley, & Chung, 2016).
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VIDEO GAMES AND CHARACTER ATTACHMENT 4 With these four components, Lewis et al. created and tested a character attachment scale. Their defining and creating the scale revolved around RPGs (or role playing games), but could apply to all video games. In regards to their scale, the article states, “The 17-item scale presented in this paper reliably measures the construct of character attachment on four distinct components: identification/friendship, suspension of disbelief, control, and responsibility” (Lewis, Weber, & Bowman, 2008). As I will explain more in depth in my methods section, I intend to implement this character attachment scale in my study. My next theory explains why people begin to like others more the longer they encounter them. Research has found an explanation for this phenomenon in the “mere exposure effect”. This phenomenon is explained as: “…increased liking for a stimulus that follows repeated, unreinforced exposure to that stimulus” (Bornstein & Craver-Lemley, 2016). So, the more a person encounters a stimulus the more they like it. This could be applied to character attachment as well. If people like a stimulus more the more they encounter it, then they should like a character increasingly with increased interaction. This brings me to my hypothesis of: “character attachment increases with increased interaction. Therefore, games with higher interaction with their characters should elicit increased character attachment by the player toward a character”. For this hypothesis, I intend to determine causation through an experimental design as I will explain in the next section. Research Design
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VIDEO GAMES AND CHARACTER ATTACHMENT 5 I will be conducting an experimental design. The experiment will involve two groups playing games with differing levels of interaction. After completing their play time, participants will answer a questionnaire.
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  • Fall '18

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