CYBERPSYCHOLOGY & BEHAVIOR
Volume 11, Number 4, 2008
© Mary Ann Liebert, Inc.
DOI: 10.1089/cpb.2007.0137
“They May Be Pixels, But They’re MY Pixels:”
Developing a Metric of Character Attachment
in Role-Playing Video Games
MELISSA L. LEWIS, M.A.,
1
RENÉ WEBER, Ph.D., M.D.,
2
and NICHOLAS DAVID BOWMAN, M.A.
1
ABSTRACT
This paper proposes a new and reliable metric for measuring character attachment (CA), the
connection felt by a video game player toward a video game character. Results of construct
validity analyses indicate that the proposed CA scale has a significant relationship with self-
esteem, addiction, game enjoyment, and time spent playing games; all of these relationships
are predicted by theory. Additionally, CA levels for role-playing games differ significantly
from CA levels of other character-driven games.
515
INTRODUCTION
T
HE HISTORY OF MASS MEDIA RESEARCH has been rife
with discussions about how audiences build
friendships and identify with media characters.
Theories of parasocial interaction (PSI) explain that
audiences form a feeling of intimacy with a distal,
fictional character.
1
Identification can be thought of
in terms of a deep, internalized phenomenon in
which audiences imagine being somebody else,
2
in-
cluding a media character.
3
As scholars have increased their study and
scrutiny of the video game medium,
4
questions
about how the individual gamer interacts with the
game character have become central to the research
paradigm. In interactive video games, there is no
parasocial interaction with a fictitious character, no
felt connection per se, but an actual, tangible con-
nection between the gamer and a fully functional,
completely controllable avatar. Of particular inter-
est to our study is the increasingly popular role-
playing game (RPG) genre. The central element for
RPGs is character and story development as a re-
sult of the player’s actions. The main purpose be-
hind RPGs is to let gamers immerse themselves in
the world and psyche of their character(s).
5
Thus,
what separates RPGs from other character-driven
entertainment media is this internalization and
psychological merging of a player’s and a charac-
ter’s mind
6
—a phenomenon we call character at-
tachment.
Although we present CA as a new construct, it is
rooted in the aforementioned audience–character
interaction theories, while incorporating the notions
of suspension of disbelief (an individual’s willing-
ness to accept the world of the character as “real”),
responsibility (an individual’s feelings of custody
over the character), and control (the extent to which
1
Department of Telecommunications, Michigan State University, East Lansing, Michigan.
2
Department of Communication, University of California, Santa Barbara, California.
Rapid Communication