Tożsamość a wirtualna reprezentacja: zależności między stylem tożsamości adolescentów a postrzeganiem ich awatarów
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Paleczna, M. (2024). Tożsamość a wirtualna reprezentacja: zależności między stylem tożsamości adolescentów a postrzeganiem ich awatarów. Kwartalnik Naukowy Fides Et Ratio, 60(4), 34-49. https://doi.org/10.34766/fer.v60i4.1311
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Kształtowanie tożsamości jest podstawowym zadaniem rozwojowym, z jakim mierzą się adolescenci. Istotną rolę w procesie kształtowania odgrywa to, w jaki sposób jednostki są oceniane przez innych. Współcześnie takie oceny coraz częściej są czynione w świecie wirtualnym, a ich przedmiotem staje się nie bezpośrednio użytkownik, ale jego wirtualna reprezentacja- awatar. Współcześnie jedną z koncepcji najlepiej oddających proces kształtowania tożsamości jest koncepcja stylów tożsamości Michaela Berzonsky’ego, w której wyróżniono informacyjny, normatywny i dyfuzyjno-unikowy styl tożsamości. W związku z tym interesującym wydaje się pytanie, czy istnieje zależność między stylami tożsamości adolescentów a oceną ich awatarów przez innych. W badaniu wzięło udział 130 adolescentów, w tym 75  dziewcząt i 55 chłopców, w wieku 15-17 lat. Osoby badane tworzyły swojego awatary, a następnie sterowały nimi w grze zręcznościowej. Następnie wypełniały Kwestionariusz Stylów Tożsamości. Stworzone przez adolescentów awatary były następnie oceniane przez sędziów kompetentnych na wymiarach: męskość/kobiecość pseudonimu, niekonwencjonalność pseudonimu, męskość/kobiecość postaci, styl ubioru (ekstrawagancja) postaci, atrakcyjność postaci, przyjacielskość postaci, inteligencja postaci, towarzyskość postaci, zaufanie do postaci, aktywność postaci, otwartość na doświadczenia postaci. Ustalono, że istnieją zależności między informacyjnym i normatywnym stylem tożsamości a oceną fizycznych i psychicznych wymiarów ich awatarów. Uzyskane wyniki są istotne z perspektywy psychologii rozwojowej i mogą być wykorzystane przez interdyscyplinarne zespoły psychologów i programistów do tworzenia edukacyjnych i terapeutycznych gier komputerowych.

https://doi.org/10.34766/fer.v60i4.1311
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