Quick summary: New research shows that people’s identification with fictional characters is shaped by narrative design, character definition, and psychological state rather than being a passive or automatic response. Interactive stories with meaningful choices and well-defined protagonists produce stronger emotional connection, while severe depression and anxiety can reduce this engagement. These findings have implications for game designers, writers, and mental health researchers who may be able to use interactive narratives as tools for emotional engagement and psychological inquiry.
Why do people feel such a strong connection to fictional characters in games, films, and novels? New psychological research suggests that the way stories are designed, particularly in interactive formats such as hypertext games, can significantly influence how deeply players identify with the characters they control. Understanding this process could help explain how storytelling shapes identity, emotions, and even mental health. The findings were published in Psychreg Journal of Psychology.
Researchers have begun experimenting with a new method that uses hypertext fiction story games to examine how people identify with fictional protagonists. These narrative based games present short passages of text and allow participants to choose what happens next by selecting different links, creating an interactive story experience that resembles a simplified digital role playing game.
Nathan Hook, a psychologist and researcher at Tampere University, developed this approach after recognising a gap in the field. “As a psychologist researching in game studies, which is dominated by scholars from humanities and sociology backgrounds, I realised the value I brought was the ability to design hypotheses, carry out experiments and generate hard data. As I deepened my reading across fields, I found the niche of identity studies and identification spans both sciences and humanities yet is a research gap across them all.”
The approach allows psychologists to test identification in a controlled way while still maintaining a natural online environment. Participants read a short interactive story, make choices for the character, and then report how strongly they felt connected to the protagonist.
Hook explains that practical constraints shaped the methodology in productive ways. “Limitations foster creativity, and much of the experimental design was shared by necessity. Multiplayer in-person games lack experimental controls and developing original graphical games for experimental use was practically challenging. I finally had the idea of using hypertext games as experimental stimulus. This also made it easier to keep the stimulus consistent when modifying for different experimental conditions.”
Findings from several experiments suggest that identification with fictional characters depends on a range of factors. One of the strongest influences appears to be narrative agency. When players are given more meaningful choices over a character’s actions, they tend to feel a stronger psychological connection with that character.
Character design also plays an important role. Participants were more likely to identify with protagonists who had clearly defined traits and roles rather than blank or generic characters. This finding challenges a common assumption in parts of the video game industry that simple or undefined characters allow players to project themselves more easily into the story.
Narrative outcomes can also shape identification. In some experiments, participants reported stronger identification with characters who lost rather than those who succeeded. Researchers suggest that failure in stories may create emotional engagement or reflect relatable struggles in real life.
One result attracted particular attention from within the psychology community. “The most newsworthy finding was the second experiment, which discovered a new gender difference, and drew interest from the newly formed male psychology group of the British Psychological Society,” Hook said. Women tended to identify more strongly with female characters, while men reported similar levels of identification with both male and female protagonists. The reasons for this pattern are not yet clear and may relate to differences in how gender identity influences perception of characters.
The research also explored whether mental health factors affect identification. Severe depression and severe anxiety were linked to reduced identification with fictional characters in some experimental conditions. However, milder forms of these conditions did not show the same effect.
These findings suggest that strong emotional identification with fictional characters is not automatic. Instead, it emerges from a combination of narrative structure, character attributes, and the psychological state of the player.
Beyond academic psychology, the work could have practical implications. Game designers, writers, and creators of interactive media may be able to use these insights to craft more engaging characters and stories. Hook’s experimental method has already found educational uses: “The experimental method has been adopted by at least one UK university as an engaging classroom exercise to teach undergrad students the experimental method.”
There may also be potential applications in mental health research. Interactive narratives could eventually be used as tools to explore emotional engagement or to better understand how people with different psychological conditions relate to fictional worlds.
Although the current evidence comes largely from hypertext fiction experiments, the findings offer a starting point for broader research on storytelling, digital media, and identity. “My future plans are to write up and submit the new experimental tradition to complete a PhD. I also continue to apply my psychological skills to my work as a therapist and as a theatre maker,” Hook said.
