Vinsamlegast notið þetta auðkenni þegar þið vitnið til verksins eða tengið í það: http://hdl.handle.net/1946/11867
The purpose of this thesis is to explore the differences in the self between the virtual world of MMORPGs versus the real world using two report forms of the HEXACO Personality Inventory. The sample analysed consisted of 521 participants, aged 13 to 58, with 94.6% being male and 5.4% being female. There was a significant difference in all six HEXACO domains between online and real life measures. On four of these factors, the difference was considered to be prominent and was analysed further. A correlation was also found between the HEXACO domains and the miscellaneous questions set forth by the researchers. Findings suggested that people change their self on purpose within MMORPGs, because they adapt their behaviour to match beneficial in-game attributes. The practical implications relate to behaviour prediction, whereas theoretical implications relate to the theories about the self and how these theories translate to virtual worlds. Despite the untested nature of the method, these results provide an insight into how people change their behaviour as they log into MMORPGs.