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This exploratory study examines the ways in which avatar perspective and gender match may interact to influence identification and enjoyment while also parsing apart identification into several distinct dimensions: physical similarity, homophily, customization, perspective-taking, wishful identification, and liking. Seventy-eight college students played a video game in which avatar perspective (first-person vs. third-person) and gender match were manipulated. Results showed that, while perspective and gender match did not influence identification and enjoyment separately, they did together. Support was also found for a multi-dimensional conceptualization of identification, as they were affected differently by the experimental conditions. They also predicted enjoyment to differing degrees. Implications of the findings are discussed.