Life on the Screen: Identity in the Age of the Internet
Life on the Screen: Identity in the Age of the Internet
Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
Designing Virtual Worlds
Who blogs? Personality predictors of blogging
Computers in Human Behavior
Avatars in social media: Balancing accuracy, playfulness and embodied messages
International Journal of Human-Computer Studies
Body and mind: a study of avatar personalization in three virtual worlds
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Even in virtual environments women shop and men build: A social role perspective on Second Life
Computers in Human Behavior
Who Blogs in 2010?: An Updated Look at Individual Differences in Blogging
International Journal of Interactive Communication Systems and Technologies
Computers in Human Behavior
Getting Real About Virtual Worlds: A Review
International Journal of Virtual Communities and Social Networking
Computers in Human Behavior
EPCE'13 Proceedings of the 10th international conference on Engineering Psychology and Cognitive Ergonomics: understanding human cognition - Volume Part I
Playing well with virtual classmates: relating avatar design to group satisfaction
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
My avatar is pregnant! Representation of pregnancy, birth, and maternity in a virtual world
Computers in Human Behavior
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This study examined the influence of gender, the Big 5 personality factors, and self-esteem on virtual self-representation in the form of avatar-self discrepancy. To examine this, participants designed characters to play in a video game, spent 20min playing the video game, and then had their actual pictures taken. Our results indicated that, consistent with predictions, men and women generally selected self-representations consistent with ideal male and female bodies. This finding was pronounced for men and women high in agreeableness. Conversely, some results contradicted the normative prescriptions often associated with self-presentation. For instance, men did not build taller avatars than did women. Men who were high in openness to new experiences were more likely to select avatars with skin tone variations. Introverts - both male and female - and women high in neuroticism were more likely to build attractive avatars. Moreover, those with low self-esteem were more likely to select lighter skin tones than those with high self-esteem. Thus, the effects of gender and personality have considerable implications for online self-presentation and self-representation.