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Social and Psychological Aspects

Clothing the Virtual Self: An Exploration of the Purchase and Use of Virtual Apparel by Gamers

Authors
  • Meghan Hembree (University of North Carolina Greensboro)
  • Nancy Nelson Hodges (The University of North Carolina at Greensboro)

Abstract

The purpose of this study was to explore consumers' experiences with purchasing virtual apparel-related items in MMOGs. Two objectives were developed to address the purpose: (1) to understand the reasons for purchasing virtual apparel for video game characters among gamers, and (2) to explore how this apparel communicates identity, both on and offline. Symbolic interaction theory (Mead, 1934) was used in combination with identity theory (Stryker & Burke, 2000) as the lens through which an understanding of how gamers “acquire identities through social interaction” (Roach-Higgins & Eicher, 1992, p. 5) using apparel-related items for their character in the game setting.

Keywords: symbolic interaction theory, video games, virtual worlds, virtual apparel

How to Cite:

Hembree, M. & Hodges, N. N., (2020) “Clothing the Virtual Self: An Exploration of the Purchase and Use of Virtual Apparel by Gamers”, International Textile and Apparel Association Annual Conference Proceedings 77(1). doi: https://doi.org/10.31274/itaa.11874

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Published on
2020-12-28

Peer Reviewed