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E is for Everyone? Best Practices for the Socially Inclusive Design of Avatar Creation Interfaces

Published:02 December 2014Publication History

ABSTRACT

Avatar customization is a feature common to many games, yet a number of character creation interfaces are highly problematic in how they mediate and constrain self-representation. In order to investigate this issue, we present a new analytic framework for the systematic analysis of character creation interfaces in games. To model this framework, we present an analysis of the character creation interfaces of four games in order to illustrate the different, and often problematic ways gender and ethnicity are presented to players. From this analysis, we present a list of best practices to help game designers create socially inclusive games.

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  1. E is for Everyone? Best Practices for the Socially Inclusive Design of Avatar Creation Interfaces

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        • Published in

          cover image ACM Other conferences
          IE2014: Proceedings of the 2014 Conference on Interactive Entertainment
          December 2014
          259 pages
          ISBN:9781450327909
          DOI:10.1145/2677758

          Copyright © 2014 ACM

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          Publication History

          • Published: 2 December 2014

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          IE2014 Paper Acceptance Rate27of42submissions,64%Overall Acceptance Rate64of148submissions,43%

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