Look at how we play: examining relationship self-presentation in the gaming context

Presenting one’s romantic relationship positively to others, known as relationship self-presentation, has become commonplace online. In recent years, and especially during the height of the COVID-19 pandemic, increases in video game consumption has seen the rise of relationship self-presentation in...

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Main Author: Munifa Shaza Binte Mohammad Fadilah
Other Authors: Saifuddin Ahmed
Format: Thesis-Master by Research
Language:English
Published: Nanyang Technological University 2023
Subjects:
Online Access:https://hdl.handle.net/10356/172021
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author Munifa Shaza Binte Mohammad Fadilah
author2 Saifuddin Ahmed
author_facet Saifuddin Ahmed
Munifa Shaza Binte Mohammad Fadilah
author_sort Munifa Shaza Binte Mohammad Fadilah
collection NTU
description Presenting one’s romantic relationship positively to others, known as relationship self-presentation, has become commonplace online. In recent years, and especially during the height of the COVID-19 pandemic, increases in video game consumption has seen the rise of relationship self-presentation in the gaming context, where individuals engage in relationship self-presentation behaviors while playing with their partner in the gaming environment, or post about their gaming sessions and moments with their partner on social media. Given the dawn of the Metaverse, where our lives are increasingly expected to shift to the virtual space, the use of video games, with their notions of virtuality and “virtual bodies” (i.e., avatars), to showcase the romantic relationship to audiences warrants attention. However, this phenomenon and its implication on the relationship and the self have not yet been studied. To resolve existing gaps in the literature, this thesis took on a mixed-method approach consisting of two studies. In the first study, this thesis uncovered relationship self-presentation in gaming by exploring the behaviors and affordances individuals engage in and utilize in their relationship self-presentation. In the second study, the outcomes of relationship self-presentation, as well as the influence that affordances have on these outcomes, was explored. From these studies, an affordance-based framework was tested and refined with the aim of facilitating more systematic examinations of the aforementioned variables and further provide a foundation for future studies.
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spelling ntu-10356/1720212023-12-01T01:52:37Z Look at how we play: examining relationship self-presentation in the gaming context Munifa Shaza Binte Mohammad Fadilah Saifuddin Ahmed Vivian Chen Wee Kim Wee School of Communication and Information sahmed@ntu.edu.sg, ChenHH@ntu.edu.sg Social sciences::Communication Presenting one’s romantic relationship positively to others, known as relationship self-presentation, has become commonplace online. In recent years, and especially during the height of the COVID-19 pandemic, increases in video game consumption has seen the rise of relationship self-presentation in the gaming context, where individuals engage in relationship self-presentation behaviors while playing with their partner in the gaming environment, or post about their gaming sessions and moments with their partner on social media. Given the dawn of the Metaverse, where our lives are increasingly expected to shift to the virtual space, the use of video games, with their notions of virtuality and “virtual bodies” (i.e., avatars), to showcase the romantic relationship to audiences warrants attention. However, this phenomenon and its implication on the relationship and the self have not yet been studied. To resolve existing gaps in the literature, this thesis took on a mixed-method approach consisting of two studies. In the first study, this thesis uncovered relationship self-presentation in gaming by exploring the behaviors and affordances individuals engage in and utilize in their relationship self-presentation. In the second study, the outcomes of relationship self-presentation, as well as the influence that affordances have on these outcomes, was explored. From these studies, an affordance-based framework was tested and refined with the aim of facilitating more systematic examinations of the aforementioned variables and further provide a foundation for future studies. Master of Communication Studies 2023-11-20T01:37:51Z 2023-11-20T01:37:51Z 2023 Thesis-Master by Research Munifa Shaza Binte Mohammad Fadilah (2023). Look at how we play: examining relationship self-presentation in the gaming context. Master's thesis, Nanyang Technological University, Singapore. https://hdl.handle.net/10356/172021 https://hdl.handle.net/10356/172021 10.32657/10356/172021 en This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License (CC BY-NC 4.0). application/pdf Nanyang Technological University
spellingShingle Social sciences::Communication
Munifa Shaza Binte Mohammad Fadilah
Look at how we play: examining relationship self-presentation in the gaming context
title Look at how we play: examining relationship self-presentation in the gaming context
title_full Look at how we play: examining relationship self-presentation in the gaming context
title_fullStr Look at how we play: examining relationship self-presentation in the gaming context
title_full_unstemmed Look at how we play: examining relationship self-presentation in the gaming context
title_short Look at how we play: examining relationship self-presentation in the gaming context
title_sort look at how we play examining relationship self presentation in the gaming context
topic Social sciences::Communication
url https://hdl.handle.net/10356/172021
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