Virtual characters, real emotions: Avatar identification and psychological transformation across esports and K-pop fandoms
Abstract
As virtual idols become central actors in transmedia entertainment ecosystems, the psychological connections between fans and virtual characters have grown more diverse and complex. K/DA, a virtual girl group that blends the League of Legends game universe with K-pop idol imagery, serves as a representative case of transmedia character design. Guided by social cognitive theory and drawing on self-expansion theory, this study examines how fans form avatar identification through engagement with virtual characters. We distinguish three fan groups—esports players, K-pop fans, and dual fans—and construct a psychological transformation model based on four analytical categories: avatar characteristics, celebrities’ real-world influence, media richness, and self-image congruence. This study collected survey data from 800 valid respondents and analyzed the data using partial least squares structural equation modeling. The results indicate that narrative engagement, ideal self-image congruence, and ideal others-image congruence are stable predictors of avatar identification across fan groups, whereas physical attractiveness, worship, and vividness exhibit group-specific effects. These findings deepen the understanding of the psychological processes underlying avatar identification in transmedia contexts and provide empirical implications for virtual idol management and fan engagement strategies.
Fields of Study & Subjects
Digital Games and Media
Media Influence and Health
Asian Culture and Media Studies
Publication details
- Journal / source
- Computers in Human Behavior
- Publisher
- Elsevier BV
- Volume
- 179
- Pages
- 108951–108951
- Publication date
- 16 February 2026
- Language
- EN