Life on the Screen: Identity in the Age of the Internet
Life on the Screen: Identity in the Age of the Internet
Modeling Realistic Virtual Hairstyles
PG '01 Proceedings of the 9th Pacific Conference on Computer Graphics and Applications
CSCW at play: 'there' as a collaborative virtual environment
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Strangers and friends: collaborative play in world of warcraft
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
The truth about lying in online dating profiles
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds
Computer Supported Cooperative Work
CHI '08 Extended Abstracts on Human Factors in Computing Systems
You can be too rich: mediated communication in a virtual world
OZCHI '09 Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7
An artist friendly hair shading system
ACM SIGGRAPH 2010 papers
A qualitative study of Ragnarök Online private servers: in-game sociological issues
Proceedings of the Fifth International Conference on the Foundations of Digital Games
An exploratory study on avatar-self similarity, mastery experience and self-efficacy in games
ICACT'10 Proceedings of the 12th international conference on Advanced communication technology
Expert Systems with Applications: An International Journal
Avatars meet meetings: design issues in integrating avatars in distributed corporate meetings
Proceedings of the 16th ACM international conference on Supporting group work
Epidemic: e-learning goes viral
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Virtual world professionals and avatar appearance codes
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Me and my avatar: exploring users' comfort with avatars for workplace communication
Proceedings of the ACM 2011 conference on Computer supported cooperative work
Introverted elves & conscientious gnomes: the expression of personality in world of warcraft
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Do men heal more when in drag?: conflicting identity cues between user and avatar
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
My avatar and me - Gender and personality predictors of avatar-self discrepancy
Computers in Human Behavior
Avatar: a virtual face for the elderly
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
A framework for rendering complex scattering effects on hair
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Interacting with Computers
Single photo estimation of hair appearance
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Avatars, characters, players and users: multiple identities at/in play
Proceedings of the 24th Australian Computer-Human Interaction Conference
Computers in Human Behavior
Comparing avatar game representation preferences across three age groups
CHI '13 Extended Abstracts on Human Factors in Computing Systems
'The presentation of self in the online world': Goffman and the study of online identities
Journal of Information Science
How players value their characters in world of warcraft
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
Support for deictic pointing in CVEs: still fragmented after all these years'
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
Playing well with virtual classmates: relating avatar design to group satisfaction
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
Avatar-based Innovation Processes - Are Virtual Worlds a breeding ground for Innovations?
Proceedings of International Conference on Information Integration and Web-based Applications & Services
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An increasingly large number of users connect to virtual worlds on a regular basis to conduct activities ranging from gaming to business meetings. In all these worlds, users project themselves into the environment via an avatar: a 3D body which they control and whose appearance is often customizable. However, considering the prevalence of this form of embodiment, there is a surprising lack of data about how and why users customize their avatar, as well as how easy and satisfying the existing avatar creation tools are. In this paper, we report on a study investigating these issues through a questionnaire administered to more than a hundred users of three virtual worlds offering widely different avatar creation and customization systems (Maple Story, World of Warcraft, and Second Life). We illustrate the often-surprising choices users make when creating their digital representation and discuss the impact of our findings for the design of future avatar creation systems.