Living digital: embodient in virtual worlds
The social life of avatars
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
Coming of Age in Second Life: An Anthropologist Explores the Virtually Human
Coming of Age in Second Life: An Anthropologist Explores the Virtually Human
Body and mind: a study of avatar personalization in three virtual worlds
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Digitizing Race: Visual Cultures of the Internet
Digitizing Race: Visual Cultures of the Internet
Conveying identity with mobile content
Personal and Ubiquitous Computing
Player identification in online games: validation of a scale for measuring identification in MMORPGs
Proceedings of the 3rd International Conference on Fun and Games
Metagames, paragames and orthogames: a new vocabulary
Proceedings of the International Conference on the Foundations of Digital Games
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
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Avatars are ubiquitous in virtual worlds (VWs). As such, they have become central to how we understand the way they are experienced. Common conceptualisations of the user avatar relationship invoke an identity binary which has influenced discussions of presence and game enjoyment. This paper presents findings from EVE Online which suggest there are more than two identities involved in playing games in VWs. As such, we argue for a more nuanced approach to notions of identity in VWs and discuss how this approach understands the impact of VW design on the way identity is constructed by players.