TY - JOUR
T1 - Changing Avatars, Changing Selves? the Influence of Social and Contextual Expectations on Digital Rendition of Identity
AU - Triberti, Stefano
AU - Durosini, Ilaria
AU - Aschieri, Filippo
AU - Villani, Daniela
AU - Riva, Giuseppe
PY - 2017
Y1 - 2017
N2 - Avatar creation is an interesting topic for both video game and social network studies. Research has shown that the creation of avatars is influenced by individual, contextual, and cultural features. Avatars are used to represent aspects of users' personality, but multiple avatars are used in different virtual contexts, as self-presentation strategies may vary according to the different "audiences" to be met online (say: friends, or strangers). Moreover, avatar creation is also influenced by cultural variables, such as gender, as avatars embody stereotypical aspects of being a woman or a man. This research tested whether avatars, as digital self-representations, may change depending on the above-mentioned variables. Ninety-four participants created two avatars to be used in different contexts (video game and job-themed social network). Moreover, two groups of participants were told that they would have met friends or total strangers within the two virtual contexts. Results showed that avatars changed from the game to the job context. Changes involved avatars' transient features (Clothes) more than physical (Body) and symbolic (Accessories) ones, and females changed accessories more than males. Moreover, females who expected to meet friends changed their avatars' bodies significantly more than males in both virtual contexts. The findings are discussed based on literature about computer-mediated communication and online self-disclosure. In conclusion, possible implications of the results for avatar-based interventions and the field of video games and social network design are reviewed.
AB - Avatar creation is an interesting topic for both video game and social network studies. Research has shown that the creation of avatars is influenced by individual, contextual, and cultural features. Avatars are used to represent aspects of users' personality, but multiple avatars are used in different virtual contexts, as self-presentation strategies may vary according to the different "audiences" to be met online (say: friends, or strangers). Moreover, avatar creation is also influenced by cultural variables, such as gender, as avatars embody stereotypical aspects of being a woman or a man. This research tested whether avatars, as digital self-representations, may change depending on the above-mentioned variables. Ninety-four participants created two avatars to be used in different contexts (video game and job-themed social network). Moreover, two groups of participants were told that they would have met friends or total strangers within the two virtual contexts. Results showed that avatars changed from the game to the job context. Changes involved avatars' transient features (Clothes) more than physical (Body) and symbolic (Accessories) ones, and females changed accessories more than males. Moreover, females who expected to meet friends changed their avatars' bodies significantly more than males in both virtual contexts. The findings are discussed based on literature about computer-mediated communication and online self-disclosure. In conclusion, possible implications of the results for avatar-based interventions and the field of video games and social network design are reviewed.
KW - Applied Psychology
KW - Avatar
KW - Communication
KW - Computer Science Applications1707 Computer Vision and Pattern Recognition
KW - Human-Computer Interaction
KW - Online gaming
KW - Self
KW - Social Psychology
KW - Social networking
KW - Applied Psychology
KW - Avatar
KW - Communication
KW - Computer Science Applications1707 Computer Vision and Pattern Recognition
KW - Human-Computer Interaction
KW - Online gaming
KW - Self
KW - Social Psychology
KW - Social networking
UR - http://hdl.handle.net/10807/105474
UR - http://www.liebertonline.com/cpb
U2 - 10.1089/cyber.2016.0424
DO - 10.1089/cyber.2016.0424
M3 - Article
SN - 2152-2715
VL - 20
SP - 501
EP - 507
JO - Cyberpsychology, Behavior, and Social Networking
JF - Cyberpsychology, Behavior, and Social Networking
ER -