Numerical recipes in C: the art of scientific computing
Numerical recipes in C: the art of scientific computing
Massively Multiplayer Game Developemnt
Massively Multiplayer Game Developemnt
The social side of gaming: a study of interaction patterns in a massively multiplayer online game
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Designing Virtual Worlds
Problematic Internet use and psychosocial well-being among MMO players
Computers in Human Behavior
Social organization in virtual settings depends on proximity to human visual aspect
Computers in Human Behavior
The role of trait emotional intelligence in gamers' preferences for play and frequency of gaming
Computers in Human Behavior
Spatial proximity to others determines how humans inhabit virtual worlds
Computers in Human Behavior
The immersive impact of meta-media in a virtual world
Computers in Human Behavior
Naming virtual identities: patterns and inspirations for character names in world of warcraft
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Living in the Hutt Space: Immersive process in the Star Wars Role-Play community of Second Life
Computers in Human Behavior
Computers in Human Behavior
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Avatars serve for humans immersed in virtual settings as the interface between real and virtual worlds. The avatar-creation process involves numerous choices, including choice of visual representation, and choices to imbue the character with personality. Here, we hypothesised that these choices are not independent, and that a cross-modal talk may occur between the different components of the avatar identity. Specifically, we investigated whether name properties may be affected by the visual aspect (human vs. non-human) of the avatar. We analyzed names structure of players characters from the popular massively multiplayer online role-playing game (MMORPG) World of Warcraft, which display both human and non-human avatars. We selected 1261 names of characters actively engaged in the in-game and out-game social networks. Analysis of the names revealed that female names presented more variability than male names, and contained systematically more vowels than male names. However, the strategy used to enrich the vowel composition of female names differed between human-like and non-human characters, suggesting that a lesser proximity with human regular appearance was compensated by an increase of ''feminization'' of the name. Altogether, our results suggest that a cross-modal compensation occurs between name and visual aspect in the creation of socially active avatars.