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Joy and Release to Your Personal Avatar

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Most of the time, I hate it choice – whether it’s a restaurant or a song that you play at a party. Even swimming for days on end can be stressful. I just don’t know. My infidelity stems from my irrational fear of making the wrong choice, or perhaps with FOMO on some matters.

At the beginning of the plague, this delay was over: I quickly selected the Hordes. Especially, male, Blood Elf, warlock. As soon as the Centers for Disease Control and Prevention warned of other dangers such as socializing with friends or meeting people I had never met online, I resumed playing. Warcraft World passing the time. I stopped playing seven years ago, it seems like I am swapping. It was not due to a lack of interest but especially to lack of self-control. I couldn’t play for an hour without making it start to get too close.

Surprisingly, in a world that may be endless, an adult who chooses everything can become a great player. Playing online, I no longer feel pressured by the opinions or judgments of other people. My desire to please others was soothed by the joy of casting out demon-possessed workers. I was guided by the pleasure rather than the interest in others. For many, the identity of the actor is usually limited to “the person playing the video game,” but inside there are many special events. Players can navigate different pages and quickly identify how it changes the game they are playing. You can dive into the mind while still in touch with the avatar in directing their actions. Players can lose themselves without losing confidence.

When the Gamecube came out in 2001, I unwittingly began to reveal the secrets of the game and played with my twin brothers. Although our appearance was relative, our inner differences did not exist until the time we chose one Read the Super Smash. Three different color-coded images were posted on Samus, Donkey Kong, and Link, waiting for one player to start the game. I took a deep breath and pulled mine out on Zelda.

“You’ve chosen a girl!” one of my relatives angrily told me if I was blind.

“Oh,” I said, changing the color of her dress from pink to black, as if this made Zelda less feminine. “I just want to test his strength,” I told them.

My excuse was revealed when I saw the man wrap himself around himself as a magnificent sapphire shield, or when he jumped up and made a storm cloud, reminiscent of my favorite X-Men, Storm. When I pressured D + Down and changed into a changer, Sheik, wearing a skits-like suit like a Catwoman man, refused to fight like anyone else, even though he laughed at me – until I opened Mewtwo, who was not sexually promiscuous but overcame my telekinetic skills. Samus was a favorite among my siblings, but years later he realized that “she” was a cyborg-clad woman. Although gender is meaningless, if not trivial, in sports, my brothers showed an interest in what people are forcing others to choose between pink or blue.

I didn’t know as a girl, but Zelda was one of the few people whose appearance and strength satisfied me. It’s true that you don’t have to have a connection with the protagonist to enjoy playing, but it does make some of us happy. Author Keith Stuart describes the most obvious internal conflict in 2014 in Supervisor: “Far Cry 3, for example, is one of the most important games ever made based on its excellent sandbox location and intriguing AI systems. But the plot is full of frustrating colonial evidence, and the forerunner with the word Comedy dissonance is widely criticized in the industry, but it’s a very strange thing – and when players do not see the connection between the story and what they are – the realities of the game, self-identification questions and relationships become more difficult. “

For me, some of the experience is choosing characters that complement fantasy, in more subtle ways than just choosing women because “I’m gay.” Otherwise, perhaps, I would have tried harder with the useless Peach Princess. Mu learning published in Information, Communication, and the Society, researchers analyzed the online systems of 375 participants while playing in their culture Warcraft World; 23% of male participants and 7% of female participants chose female or male avatars. The study also found that gender exchange could occur with older, more experienced players. Players’ perceptions vary: Men enjoy the “decoration” and interest they receive, while women who choose to play as men appreciate the interest they have not received. The players liked to do something different for themselves. Interestingly, men who choose female avatars can be influenced by feminine, “beautiful” embellishments and speak with sweet and smiling words. Even those who did not want to hide their cultural backgrounds also promote human reasoning by choosing material and just a little talk. But regardless of the avatar or the way the player is connected, their unconscious actions are related to what other men and women like to do such as walking or jumping frequently.

The way their systems evolved on the internet underscored the need for deception in games that feel right and encouraging. Men had no problem choosing a troll or a goblin when playing as a man, but when they switched to a female player, they created sexual avatars as if they were choosing a partner. Kotaku correspondent Nathan Grayson wrote in the 2014 article why chooses women: “Physically speaking I am attracted to women, but it is not what leads me when I pull my doors open to think about what I will wear to the bash bash. I imagine, however, long and short I like to be with me in real life. I love the idea of ​​seeing countries – far or near home – through in the eyes of others. Video games allow me to do this, even if it is very low (and often doesn’t show or real) level. “

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