Living digital: embodient in virtual worlds
The social life of avatars
Lessons learned: building and deploying shared virtual environments
The social life of avatars
The digital divide: status differences in virtual environments
The social life of avatars
Life on the Screen: Identity in the Age of the Internet
Life on the Screen: Identity in the Age of the Internet
The truth about lying in online dating profiles
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Me, myself and I: The role of interactional context on self-presentation through avatars
Computers in Human Behavior
Building common ground and reciprocity through social network games
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Introverted elves & conscientious gnomes: the expression of personality in world of warcraft
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
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Online simulation games provide an opportunity for people to express their personality through the design of their in-game virtual environment in a manner visible to third-party observers. We found that zero-acquaintance observers of these games can identify personality traits by simply looking at screenshots of the created virtual environment, and that the observed personality is closer to the self-reported ''real'' personality than ''ideal'' personality of the creator. These results contradict studies on avatar customization and personality, suggesting that spatial customization is more reflective of unintentional behavioral residue than conscious selective self-presentation.