Body and mind: a study of avatar personalization in three virtual worlds
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A realistic, virtual head for human-computer interaction
Interacting with Computers
Avatar: a virtual face for the elderly
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
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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.