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Avatars, characters, players and users: multiple identities at/in play

Published: 26 November 2012 Publication History

Abstract

Avatars are ubiquitous in virtual worlds (VWs). As such, they have become central to how we understand the way they are experienced. Common conceptualisations of the user avatar relationship invoke an identity binary which has influenced discussions of presence and game enjoyment. This paper presents findings from EVE Online which suggest there are more than two identities involved in playing games in VWs. As such, we argue for a more nuanced approach to notions of identity in VWs and discuss how this approach understands the impact of VW design on the way identity is constructed by players.

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Cited By

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  • (2022)“I See You!”: A Design Framework for Interface Cues about Agent Visual Perception from a Thematic Analysis of VideogamesProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517699(1-22)Online publication date: 29-Apr-2022
  • (2021)Politeness and Insult in Computer Games – From a Pragmatic Point of ViewActa Universitatis Sapientiae, Communicatio10.2478/auscom-2020-00067:1(68-91)Online publication date: 29-Jan-2021
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Reviews

John M. Artz

The conceptual structure of this study is so convoluted that it is difficult to comment on. In essence, the authors are arguing for an expanded, more nuanced understanding of avatar identity. This is where the confusion begins. By way of explanation, I would distinguish between player identity and avatar identity. Let's say a video game's top scores are reported in a public place and "Big Joe" holds the top score. "Big Joe" would be an example of a player identity, and the person behind "Big Joe" might take a great deal of personal pride in "Big Joe's" accomplishments. But "Big Joe" is just a name on the scoreboard. It is not an avatar. Even if we add a picture of "Big Joe," it is still not an avatar. This distinction is important because psychological phenomena such as presence and avatar attachment occur when playing a game through a dynamic 3D character. While one may identify with a pseudonym and even be attached to it, it is unclear if all or indeed any of the psychological phenomena occur. One might argue, at some conceptual level, that the insertion of a persona into a virtual world qualifies as an avatar even if it is not supported by a 3D dynamic character. But that argument wasn't made here. Without that argument, the study adds more confusion to the concept of avatar identity than clarity. Furthermore, the study focused on players of EVE Online and was limited to the responses of 11 male players, so it lacks generality. To strengthen the study, the authors need to make meaningful distinctions between player identities and avatar identities. They need to explain the unique experiences of EVE Online players and how they impact generality. Hence, due to faulty conceptual foundations, it is unclear what to make of the authors' claims. Online Computing Reviews Service

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OzCHI '12: Proceedings of the 24th Australian Computer-Human Interaction Conference
November 2012
692 pages
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • New Zealand Chapter of ACM SIGCHI
  • Human Factors & Ergonomics Soc: Human Factors & Ergonomics Soc

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Publication History

Published: 26 November 2012

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Author Tags

  1. EVE Online
  2. MMORPG
  3. avatar
  4. character
  5. embodiment
  6. identity
  7. interface agents
  8. player
  9. proteus effect
  10. virtual world

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OzCHI '12
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  • Human Factors & Ergonomics Soc

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Overall Acceptance Rate 362 of 729 submissions, 50%

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Cited By

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  • (2023)Love in Imagination: A Comparative Analysis Between Chinese K-pop Fans and Esports Fans Regarding Their Parasocial Interaction and Relationship Towards the Virtual Idol Group K/DAEsports in the Asia-Pacific10.1007/978-981-99-3796-7_6(115-136)Online publication date: 25-Oct-2023
  • (2022)“I See You!”: A Design Framework for Interface Cues about Agent Visual Perception from a Thematic Analysis of VideogamesProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517699(1-22)Online publication date: 29-Apr-2022
  • (2021)Politeness and Insult in Computer Games – From a Pragmatic Point of ViewActa Universitatis Sapientiae, Communicatio10.2478/auscom-2020-00067:1(68-91)Online publication date: 29-Jan-2021
  • (2021)User-Avatar Relationships in Various ContextsProceedings of Mensch und Computer 202110.1145/3473856.3474007(275-280)Online publication date: 5-Sep-2021
  • (2021)[Hidden] / [Caution] / [Danger]: How Video Games Can Inform the Design of Sight Cues for AgentsProceedings of the 9th International Conference on Human-Agent Interaction10.1145/3472307.3484682(396-401)Online publication date: 9-Nov-2021
  • (2020)Developing an Intergroup Communication Intervention CurriculumFive Generations and Only One Workforce10.4018/978-1-7998-0437-6.ch008(148-176)Online publication date: 2020
  • (2020)Capturing User Emotions in Interactive Stories: Comparing a Diegetic and a Non-diegetic Approach to Self-reporting EmotionInteractive Storytelling10.1007/978-3-030-62516-0_21(229-242)Online publication date: 27-Oct-2020
  • (2019)Looking Outside the Box: Reflecting on Gaze Interaction in GameplayProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3311350.3347150(625-637)Online publication date: 17-Oct-2019
  • (2018)Design Patterns for Voice Interaction in GamesProceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play10.1145/3242671.3242712(5-17)Online publication date: 23-Oct-2018
  • (2018)Being YourselfCyberpsychology as Everyday Digital Experience across the Lifespan10.1057/978-1-137-59200-2_3(51-76)Online publication date: 26-May-2018
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