Comparing avatar game representation preferences across three age groups

  • Authors:
  • Mark Rice;Ranieri Koh;Quintessence Lui;Qixiang He;Marcus Wan;Vanessa Yeo;Jamie Ng;Wah Pheow Tan

  • Affiliations:
  • Institute for Infocomm Research, Singapore, Singapore;Institute for Infocomm Research, Singapore, Singapore;Temasek Polytechnic, Singapore, Singapore;Temasek Polytechnic, Singapore, Singapore;Institute for Infocomm Research, Singapore, Singapore;Institute for Infocomm Research, Singapore, Singapore;Institute for Infocomm Research, Singapore, Singapore;Temasek Polytechnic, Singapore, Singapore

  • Venue:
  • CHI '13 Extended Abstracts on Human Factors in Computing Systems
  • Year:
  • 2013

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Abstract

Avatar representation is an important interaction component of game design. In a game study of 36 mixed-age participants (teenagers, younger adults and older adults), we investigated three distinct types of avatars to differentiate user preferences and interests, primarily to determine if age affected the rating of these modalities. The results identified significant differences in the perceived attractiveness, homophily, engagement and expressiveness of the avatar representations across the three age groups, particularly in relation to the older adults. Moreover, we identified subjective variations in player's preferences towards the movement and customization of the avatar features designed. The implications of this work are briefly discussed.