Avatars: Virtual environments & Liquid Identities
For a psychology module I am doing, I have spent the last couple of weeks trawling through an insane number of academic journals and research on computer mediated communication (CMC), in particular, focusing on Avatars. Lots of very interesting and recent research on the topic!
For a brief introduction, CMC can be both fully text-based (MIRC or Internet Relay Chat), graphic avatar-based, or a mixture of both.
Avatars can be both static (photographs/still images in chat programs like MSN) or dynamic (2D/3D virtual characters like in games or Second Life).
The general trend of thought during the early days of the Internet was that it allowed for a certain amount of anonymity so that people could become “someone else”. Interestingly, the research shows that people are likely to pick or modify Avatars to be “like” themselves, in terms of gender and type (aka human), which might extend to picking avatars that have other characteristics that are closely matched to their own, e.g hobbies, hair colour, race, personality and dressing.
In a nutshell, avatars allow one to maintain a sense of privacy (without divulging your true identity), and yet let you have complete control over the expression of your online identity. This expression is almost complete when you think about the level of control over your physique, features like eye colour, hair, lips and nose, right down to the length and size of your limbs in virtual worlds like Second Life.
Some cool Avatar facts!
- The selection of Avatars is context dependent. Males have been known to select a female avatar to represent themselves in online gaming spaces because they find that they receive more help and hints from other players. They also receive more attention as a “girl”.
- This probably means that the same person could choose very different kinds of avatars in different online spaces to represent themselves. e.g on dating sites, work related sites, gaming sites and so on.
- Anthropomorphic (human-like) avatars were perceived to be more credible.
- Participants strongly preferred avatars that were both human and of the same gender as themselves. Only a small percentage of subjects preferred androgynous avatars.
- Choices choices choices (in terms of character design): Some studies report that given entirely pre-created avatars, and allowing people to mix and match their avatars, people were more likely to take the time to customize their own avatars. They hardly opted to pick the lazy way out and just select the “default” characters. (Cheng, Farnham, & Stone, 2002; Taylor, 2002)
- There is even a Declaration of the Rights of Avatar, by Raph Koster. ‘‘Foremost among these rights is the right
to be treated as people and not as disembodied, meaningless, soulless puppets. Inherent in this right are therefore the natural and inalienable rights of man. These rights are liberty, property, security, and resistance to oppression’’. Far out!
On that note, I’m missing Google’s Lively as it is. Walk through my exploration of that here!
Everyone has their days… when they have no idea how to control their avatars, and you drive yourself up the wall, literally.

And this goes for default sitting positions too… (why they programed it as such, I can never fanthom)
Pimp my Lively home! Before v.s After
I guess this comic pretty much sums up Avatars on the Internet!




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[...] answer : I (and partial mountains of psychology research that I had to trawl through for a past paper) believe that digital identities are not accurate on their own, but they could either be an [...]
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