skip to main content
10.1145/2414536.2414547acmotherconferencesArticle/Chapter ViewAbstractPublication PagesozchiConference Proceedingsconference-collections
research-article

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

Published:26 November 2012Publication 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.

References

  1. Bessière, K., Seay, A., & Kiesler, S. The Ideal Elf: Identity Exploration in World of Warcraft. CyberPsychology & Behavior 10, 4 (2007), 530--535.Google ScholarGoogle ScholarCross RefCross Ref
  2. Boberg, M., Piippo, P., & Ollila, E. Designing avatars. Proc. DIMEA'08, ACM Press (2008). Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Boellstorff, T. Coming of Age in Second Life: An Anthropological Explores the Virtually Human. Princeton University Press, Princeton, 2010. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Carter, M., Gibbs, M., Harrop, M. Metagames, Paragames and Orthogames: A New Vocabulary, Proc. FDG'12 (2012). Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Ducheneaut, N., Wen, M.-H., Yee, N., & Wadley, G. Body and Mind: A Study of Avatar Personalization in three Virtual Worlds. Proc. CHI'09 (2009). Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Gorini, A. A second life for eHealth: prospects for the use of 3-D virtual worlds in clinical psychology. Journal of Medical Internet Research 10, 3 (2008), e21.Google ScholarGoogle ScholarCross RefCross Ref
  7. Guest, G., Bunce, A., & Johnson, L. How Many Interviews Are Enough?. Field Methods 18, 2 (2006), 59--82.Google ScholarGoogle ScholarCross RefCross Ref
  8. Hamilton, J. G. (2009). Identifying with an Avatar: a Multidisciplinary Perspective. Proc. Cumulus'09, RMIT.Google ScholarGoogle Scholar
  9. Klimmt, C., Dorothée, H., & Vorderer, P. The Video Game Experience as "True" Identification: A Theory of Enjoyable Alterations of Players' Self-Perception. Communication Theory 19, 4 (2009), 351--373.Google ScholarGoogle Scholar
  10. Looy, J. V., Courtois, C., & Vocht, M. D. Player identification in online games: validation of a scale for measuring identification in MMORPGs. Proc. FNG'10, ACM Press (2010) Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Nakamura, L. Digitizing Race: Visual Cultures of the Internet. Uni. of Minnesota Press, Minneapolois, 2008. Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. Rehak, B. Playing at Being: Psychoanalysis and the Avatar. M. Wolf & B. Perron (Eds.), The Video Game Theory Reader London: Routledge, 109--127, 2009.Google ScholarGoogle Scholar
  13. Satchell, C., & Graham, C. Conveying identity with mobile content. Personal Ubiquitous Comput. 14, 3 (2010) 251--259. Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. Schroeder, R., Being there Together: Social Interaction in Virtual Environments. Oxford: Oxford Uni. Press, 2011.Google ScholarGoogle Scholar
  15. Taylor, T. L. Living Digitally: Embodiment in Virtual Worlds. R. Schroeder (Ed.), The Social Life of Avatars: Presence and Interaction in Shared Virtual Environments. London: Springer-Verlag, 2002. Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. Turkle, S. Life on the Screen. Boston. MIT Press (1995).Google ScholarGoogle Scholar
  17. Williams, D., Ducheneaut, N., Xiong, L., Zhang, Y., Yee, N., & Nickell, E. From Tree House to Barracks. Games and Culture 1, 4 (2006). 338--361.Google ScholarGoogle ScholarCross RefCross Ref
  18. Yee, N., & Bailenson, J. The Proteus Effect: The Effect of Transformed Self-Representation on Behavior. Human Comm. Research 33, 3 (2007). 271--290.Google ScholarGoogle ScholarCross RefCross Ref
  19. Yee, N., Bailenson, J. & Ducheneaut, N. The Proteus Effect: Implications of Transformed Digital Self-Representation on Online and Offline behavior. Comm. Research 36 (2009). 285--312Google ScholarGoogle Scholar

Index Terms

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

        Recommendations

        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

        Access critical reviews of Computing literature here

        Become a reviewer for Computing Reviews.

        Comments

        Login options

        Check if you have access through your login credentials or your institution to get full access on this article.

        Sign in
        • Published in

          cover image ACM Other conferences
          OzCHI '12: Proceedings of the 24th Australian Computer-Human Interaction Conference
          November 2012
          692 pages

          Copyright © 2012 ACM

          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]

          Publisher

          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 26 November 2012

          Permissions

          Request permissions about this article.

          Request Permissions

          Check for updates

          Qualifiers

          • research-article

          Acceptance Rates

          Overall Acceptance Rate362of729submissions,50%

        PDF Format

        View or Download as a PDF file.

        PDF

        eReader

        View online with eReader.

        eReader