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1.
This study explored the effects of avatars on deception – how perceived avatar likeness to self can affect the truthfulness and accuracy of interactions online. More specifically, this study examined the extent to which perceived avatar similarity influences self-awareness and users’ degree of attraction to them, and how these psychological states affect deception in the context of Second Life. The results, based on web-based survey data of 159 Second Life users, revealed that avatar similarity in attitude and behavior to the owner heightened self-awareness, which, in turn, reduced deception. Perceived avatar similarity in terms of appearance was found to have a direct negative impact on deception so that those who perceived their avatars to look similar to themselves were less likely to engage in deceptive behavior. Implications of the findings are discussed.  相似文献   

2.
This study examines the reasons underlying gender swapping and its impacts on online gaming behavior. While previous studies considered gender swapping to be an abnormal or rare exception in one's self‐presentation, this study hypothesized that people swap genders as a rational choice based on practical benefits. An online survey was conducted with 318 male players of MMORPGs in Korea. Players swapped gender in games to gain benefits from other players under the condition of anonymity rather than to represent their own gender identity. Men playing female avatars displayed more socially amiable behaviors conventionally characterized as more feminine. Moreover, players were more willing to purchase virtual goods to decorate their gender swapped avatars, mediated by their emotional attachment to their avatar.  相似文献   

3.
This study examines the joint impact of an individual's relationship with his or her avatar and negative consequences to the avatar on changing the individual's behavioral intentions (BI) in terms of alcohol-impaired driving. One hundred eleven participants volunteered to participate in several experimental conditions where the degree of choice of avatar features and the degree of control of the avatar's actions were manipulated in Second Life, an immersive 3D virtual environment. Participants who were allowed to customize their avatars viewed their avatars not only more similar but also emotionally closer to themselves, and perceived their avatars to be physically more attractive than those who were assigned basic avatars. After observing a car crash caused by drunk driving, participants in the choice and control condition were more likely to change BI positively when they identified their avatars to be similar to themselves, and regarded their avatars more attractive. Furthermore, participants who were allowed to control their avatars were more likely to attribute the responsibility of the car accident to themselves than those who observed someone else's avatar playing. Implications for the use of virtual reality games in promoting healthy behaviors are discussed in detail.  相似文献   

4.
This paper examines how users negotiate their self-presentation via an avatar used in social media. Twenty participants customised an avatar while thinking aloud. An analysis of this verbal data revealed three motivating factors that drive self-presentation: (1) avatars were used to accurately reflect their owners’ offline self; participants chose to display stable self-attributes or idealised their avatar by concealing or emphasising attributes aligned to imagined social roles, (2) the diversity of customisation options was exploited by some participants who broke free from the social rules governing self-presentation offline; others used the avatar's appearance to emotionally provoke and engage the avatar viewer and finally, (3) avatars were used as proxies; participants designed their online self in order to convey a message to a significant other.  相似文献   

5.
It has become increasingly common for Web sites and computer media to provide computer generated visual images, called avatars, to represent users and bots during online interactions. In this study, participants (N = 255) evaluated a series of avatars in a static context in terms of their androgyny, anthropomorphism, credibility, homophily, attraction, and the likelihood they would choose them during an interaction. The responses to the images were consistent with what would be predicted by uncertainty reduction theory. The results show that the masculinity or femininity (lack of androgyny) of an avatar, as well as anthropomorphism, significantly influence perceptions of avatars. Further, more anthropomorphic avatars were perceived to be more attractive and credible, and people were more likely to choose to be represented by them. Participants reported masculine avatars as less attractive than feminine avatars, and most people reported a preference for human avatars that matched their gender. Practical and theoretical implications of these results for users, designers, and researchers of avatars are discussed.  相似文献   

6.
This study examined how avatar body size (normal, obese) and opponent character body size (normal, obese) influenced physical activity while male participants played an exergame. Males operating normal weight avatars showed more physical activity than those using obese avatars. Perceived avatar and opponent character body‐size differences moderated the effect of avatar appearance on physical activity. Participants showed decreased physical activity when the opponent character was perceived as slightly more obese than their avatar. Participants also showed decreased physical activity when their avatar was perceived as more obese than the opponent character. We discuss theoretical implications and applications of using virtual characters to increase gamers' physical activity. These findings are also compared to an earlier study with an all‐female sample.  相似文献   

7.
An important challenge today is to support creativity while enabling geographically distant people to work together. In line with the componential theory of creativity, self-perception theory and recent research on the Proteus Effect, we investigate how avatars, which are virtual representations of the self, may be a medium for stimulating creativity. For this purpose, we conducted two studies with a population of engineering students. In the first study, 114 participants responded to online surveys in order to identify what a creative avatar may look like. This enabled us to select avatars representing inventors, which were perceived as creative by engineering students, and neutral avatars. In the second study, 54 participants brainstormed in groups of 3, in 3 different conditions: in a control face-to-face situation, in a virtual environment while embodying neutral avatars and in a virtual environment with inventor avatars. The results show that inventor avatars led to higher performance in fluency and originality of ideas. Moreover, this benefit proved to endure over time since participants allocated to inventor avatars also performed better in a subsequent face-to-face brainstorming. The prospects of using avatars for enhancing creativity-relevant processes are discussed in terms of theoretical and applicative implications.  相似文献   

8.
Research on the application of avatars in the virtual teams is growing. In this study, we examined the effect of perceived similarity of an avatar user with his/her avatar on the perceptions of his/her identifiability within a virtual team. The study utilized a sample of 124 users actively involved in Second Life, a virtual world platform. Results of structural equation modeling utilizing the partial least squares method corroborate the hypothesis. An important contribution of this research is to inform practitioners about the critical role that users’ similarity with the avatar plays in enhancing their identifiability. We draw conclusions based on the result and identify some important avenues for future research.  相似文献   

9.
We conducted an experiment to evaluate the use of embodied survey bots (i.e., software-controlled avatars) as a novel method for automated data collection in 3D virtual worlds. A bot and a human-controlled avatar carried out a survey interview within the virtual world, Second Life, asking participants about their religion. In addition to interviewer agency (bot vs. human), we tested participants’ virtual age, that is, the time passed since the person behind the avatar joined Second Life, as a predictor for response rate and quality. The human interviewer achieved a higher response rate than the bot. Participants with younger avatars were more willing to disclose information about their real life than those with older avatars. Surprisingly, the human interviewer received more negative responses than the bot. Affective reactions of older avatars were also more negative than those of younger avatars. The findings provide support for the utility of bots as virtual research assistants but raise ethical questions that need to be considered carefully.  相似文献   

10.
ABSTRACT

Video game avatars have been understood as a key site of players’ “affective investment” in play and games. In this article, we extend this conversation to explore the avatar’s role in engaging players with gaming platforms. Through a case study of Team Fortress 2 (Valve Software, 2007) and the Steam platform, we demonstrate the avatar’s function beyond gameworlds as a tool for encouraging certain kinds of play. Team Fortress 2, we argue, is a crucial testing ground for Valve’s experiments with gaming economies via the Steam platform. By extension, we show the importance of video game avatars for encouraging affective investment in platforms more broadly, including Microsoft’s Xbox Live, PlayStation Network and even workplace dashboards.  相似文献   

11.
An unprecedented number of relationships begin online, propelling online dating into a billion-dollar industry. However, while the online dating industry has created an effective mechanism for matching and accessing profiles, it has largely neglected the quality of communication between individuals. We investigate whether the lack of nonverbal cues (inherent in the text-based communication tools commonly used by dating sites) hinders communication and relationship formation. In this study, members of a dating website interacted through one of four randomly assigned versions of a text chat, where each version featured an increasing number of nonverbal communication cues. A survey was then administered regarding users’ perceptions of each other, the level and quality of information disclosure, and their interest in developing a relationship with the other person. Results suggest that restoring nonverbal cues through the use of avatars can help improve online interaction and relationship formation. Chat versions that featured more nonverbal cues were associated with more favorable perceptions, greater exchange of information, and a stronger desire to pursue a relationship. While both genders found nonverbal communication conducive to developing a relationship, men and women reacted differently to certain types of nonverbal communication.  相似文献   

12.
While the benefits of physically immersive video games, or exergames, have witnessed much research attention, less is known about the psychosocial processes that enable exergames to be an effective digital tool. An increasing number of exergames feature in-game graphical representations (avatars) of players and, and research shows that these avatars have the potential to influence self-perceptions. This study proposes an exergame motivation model based on the Social Cognitive Theory (SCT) that explores the impact of avatars on exergame players. The SCT suggests that individuals can learn through an enactive experience, and exergames appear to offer this form of learning through the presence of the player's in-game graphical representation (self avatar). 322 participants played an exergame for six sessions that feature self avatars. Structural equation modeling (SEM) results showed a good fit for the proposed exergame motivation model. Through the presence and behavior of the player's self avatar, the player learns by experiencing for himself/herself the results and consequences of his/her behavior within the exergame as he/she identifies with the character. Enjoyment was also found to partially mediate the relationship between identification with the avatar and exergame intention. The proposed exergame motivation model is likely to contribute to a deeper understanding of avatar and exergame effects and inform future research on health gaming interventions.  相似文献   

13.
In both online and offline interactions, the visual representation of people influences how others perceive them. In contrast to the offline body, an online visual representation of a person is consciously chosen and not stable. This paper reports the results of a 2 step examination of the influence of avatars on the person perception process. Specifically, this project examines the reliance on visual characteristics during the online perception process, and the relative influence of androgyny, anthropomorphism and credibility. In the first step, 255 participants fill out a survey where they rated a set of 30 static avatars on their credibility, androgyny, and anthropomorphism. The second step is a between subjects experiment with 230 participants who interact with partners represented by one of eight avatars (high and low androgyny, and anthropomorphism by high and low credibility). Results show that the characteristics of the avatar are used in the person perception process. Causal modeling techniques revealed that perceptions of avatar androgyny influence perceptions of anthropomorphism, which influences attributions of both avatar and partner credibility. Implications of these results for theory, future research, and users and designers of systems using avatars are discussed.  相似文献   

14.
With continued advancements in Web technology, e-learning systems have emerged as an effective venue in which learners can interact with online contents and they are often equipped with avatar instructors in lieu of human instructors. In this case, avatar trust, the learners’ perceived trust in the avatar instructor, plays an important role in learners’ perceived intentions to participate in the e-learning activities. We assumed that social presence positively affects participation intention (PI) through avatar trust. The main purpose of this study is to empirically validate this hypothesis. Using two types of avatars as a moderating factor, our hypothesis was tested against 200 valid questionnaires. We found that social presence had a statistically significant influence on perceived PI through avatar trust, and that an attractive avatar type sheds stronger moderating effect on paths between social presence and avatar trust, and path between trust and participation than does an expert avatar type.  相似文献   

15.
This research investigates the impact on social communication quality of using anonymous avatars during small-screen mobile audio/visual communications. Elements of behavioral and visual realism of avatars are defined, as is an elaborated three-component measure of communication quality called Social Copresence. Experimental results with 196 participants participating in a social interaction using a simulated mobile device with varied levels of avatar visual and behavioral realism showed higher levels of avatar Kinetic Conformity and Fidelity produced increased perceived Social Richness of Medium, while higher avatar Anthropomorphism produced higher levels of Psychological Copresence and Interactant Satisfaction with Communication. Increased levels of avatar Anonymity produced decreases in Social Copresence, but these were smaller when avatars possessed higher levels of visual and behavioral realism.  相似文献   

16.
Few social smokers envision themselves being affected by the negative consequences of smoking despite well-known facts that smoking causes serious illnesses and death. However, as smoking habits quickly develop, social smokers cannot be free from the negative consequences of smoking. In this study, we pose the following question: “Would showing social smokers’ possible future as a consequence of smoking help them alter their current smoking behaviors?” Thus, using the theoretical concept of possible selves, an anti-smoking educational game was created in which players could see changes to the appearance of their future selves as a consequence of smoking. We used a 2 (Future face: Showing vs. Not showing) × 2 (Self avatar: Self-avatar vs. Other-avatar) between-subjects design for the experiment. Results indicated that participants who viewed the future face, compared to who did not, reported more negative attitudes toward social smoking and greater intention to quit smoking. The main effect of the self avatar was insignificant; however, seeing the future face in the self-avatar condition led to an increase in perceived risks compared to other-avatar condition. The implications of using avatars as visualized possible selves in health promotion are discussed.  相似文献   

17.
The purposes of this study are to classify body types of Korean women in their twenties and thirties for the creation of the 3D avatars and to propose the representative body size of each body type by analyzing the body size of Korean women in their twenties and thirties, to propose a 3D avatar modeling process design that reflects the body shapes of Korean women in their twenties and thirties, and to present standard 3D avatars of each body type of Korean women in their twenties and thirties which are verified with measurement suitability. The 3D anthropometric data of the Korean Anthropometric Survey (6th Size Korea) conducted in 2010 was used in this study. The collected subjects were 410 Korean women in their twenties and thirties. The 3D avatar modeling process using Maya 2013 was proposed to create the representative 3D avatars show superior measurement suitability. This process includes four steps; Analyzing body size measurements, 2D Image plane design, 3D avatar modeling, and 3D avatar evaluation. The 3D avatars created with this process showed the acceptable range of error. The factor analysis was performed on fifty-five body measurements chosen from the measurements of the 6th Size Korea anthropometric survey. Seven factors were extracted. With the seven extracted factors, body shapes of 406 Korean women in their twenties and thirties are classified into four groups by cluster analysis. The classified groups were named Full & Short, Slim & Short, Full & Tall, and Slim & Tall.  相似文献   

18.
Cooperative gaming is quickly becoming the preferred form of entertainment among children and teens. Although game content is typically violent, often producing negative social outcomes, cooperative game play ameliorates its anti-social impact in future formal instances of cooperation. The present study examined the influence of cooperative and competitive game play on subsequent spontaneous helping in a pair of experiments. The mitigating role of playing with a customized or generic avatar was also evaluated. In Experiment 1, participants played doubles tennis in Wii Sports either cooperatively or competitively with a confederate. Results revealed that participants who cooperated picked up significantly more pens spilled by the confederate after gameplay than those that competed, but only when they customized their avatars. In Experiment 2, cooperative game play in Wii Sports Resort canoeing engendered significantly more spontaneous helping regardless of avatar customization. These findings are generally consistent with recent gaming research and suggest that in-game cooperation and competition have more bearing on social outcomes than game content.  相似文献   

19.
20.
This research focuses on computer-mediated communication where users are represented by a graphical avatar. An avatar represents a user's self-identity and desire for self-disclosure. Therefore, the claim is made that there is a relationship between the characteristics of media and the choice of avatar. This study supports the claim by examining the difference between Internet Relay Chat (IRC) avatars and Instant Messenger (IM) avatars as of 2003 when both media had distinct characteristics and popular avatar service in Korea. Users of IRC are generally anonymous and involved with topic-based group discussions, whereas users of IM are known by their “real” names and communicate via one-on-one chitchatting. We found that avatars as symbols for users can have different characteristics in terms of self-identity and self-disclosure in different media. Gender is found to have significant moderation effect on avatar usage, whereas age is shown to have a mixed moderation effect.  相似文献   

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