The extent to which a player identifies as their player character, rather than merely as the controller of an avatar. Player-character identity can be said to be strong if the game’s perspective and the player character’s align, also if the character and the world are self-consistent. Weak player-character identity can stem from being given access to perspectives the character does not, from the character acting in a way that runs contrary to the player’s image of them, or even from the personal preferences of the player.

“From the moment Colonel Campbell tells us about the Select button, Metal Gear Solid is making a statement about player-character identity. You are not controlling Snake, you are Snake; and this universe only exists because you interact with it.”