As the online platform expands due to the recent popularity of Metaverse, users increasingly demand freedom of customization functions, thereby increasing the scope of creative expression. Behind this, there is also an active study on what motives and...
As the online platform expands due to the recent popularity of Metaverse, users increasingly demand freedom of customization functions, thereby increasing the scope of creative expression. Behind this, there is also an active study on what motives and attitudes users want to implement the desire for self-expression. The virtual world is where the user's inner identity can easily expand through avatars, and it has become an essential field of sociocultural research. In this study, self-expression through avatars and Identity Play motivation were studied using the Q methodology to analyze the user's subjective attitude and motivation. Four representative types of experimental results were obtained. User perspectives of positive and negative motives are analyzed through each type of statement, and through this: The typical type of self-expression of leader tendency aimed at gameplay The type of user with strong self-style and high internal motives in the attitude of avatar customization The type of user with a clear purpose of self-ideal that is different from reality The type of user who frequently changes appearance with firm self-indicators according to situation and environment Most types reflected external motives according to different forms of compensation.
This study analyzes the main user groups in their 20s and 30s of game users and may show differences in representative tendencies and types depending on the age group. In particular, due to the recent increase in the population of the elderly, various in-depth studies on this need to be expanded. This study also plans to expand the scope of research by various classes in the future.