
In
computing, an avatar is a
graphical representation of a
user
Ancient Egyptian roles
* User (ancient Egyptian official), an ancient Egyptian nomarch (governor) of the Eighth Dynasty
* Useramen, an ancient Egyptian vizier also called "User"
Other uses
* User (computing), a person (or software) using an ...
or the user's
character or
persona. Avatars can be two-dimensional
icons in
Internet forums and other online communities, where they are also known as profile pictures, userpics, or formerly picons (personal icons). Alternatively, an avatar can take the form of a
three-dimensional model
In 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based representation of any surface of an object (inanimate or living) in three dimensions via specialized software by manipulating edges, vertices, an ...
, as used in online worlds and video games.
The term ' () originates from
Sanskrit, and was adopted by early computer games and science fiction novelists.
Richard Garriott extended the term to an on-screen user representation in 1985, and the term gained wider adoption in
Internet forums and
MUD
A MUD (; originally multi-user dungeon, with later variants multi-user dimension and multi-user domain) is a Multiplayer video game, multiplayer Time-keeping systems in games#Real-time, real-time virtual world, usually Text-based game, text-bas ...
s. Nowadays, avatars are used in a variety of online settings including
social media,
virtual assistants,
instant messaging platforms, and digital worlds such as ''
World of Warcraft'' and ''
Second Life''. They can take the form of an image of one's real-life self, as often seen on platforms like
Facebook, or a virtual character that diverges from the real world. Often, these are customised to show support for different causes, or to create a unique online representation.
Academic research has focused on how avatars can influence the outcomes of communication and digital identity. Users can employ avatars with fictional characteristics to gain social acceptance or ease social interaction. However, studies have found that the majority of users choose avatars that resemble their real-world selves.
Origins
The word ''
avatar'' is ultimately derived from the
Sanskrit word (' ); in
Hinduism, it stands for the "descent" of a deity into a terrestrial form.
["avatar"]
'' Random House Webster's Unabridged Dictionary''. It was first used in a
computer game
Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device to gener ...
by the 1979
PLATO role-playing game
A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out these roles within ...
''
Avatar''. In
Norman Spinrad's novel ''
Songs from the Stars'' (1980), the term ''avatar'' is used in a description of a computer generated virtual experience. In the story, humans receive messages from an alien galactic network that wishes to share knowledge and experience with other advanced civilizations through "songs". The humans build a "galactic receiver" that allows its users to engage in "artificial realities". One experience is described as such:
The use of the term ''avatar'' for the on-screen representation of the user was coined in 1985 by Richard Garriott for the computer game ''
Ultima IV: Quest of the Avatar''. In this game, Garriott desired the player's character to be their earth self manifested into the virtual world. Due to the ethical content of his story, Garriott wanted the real player to be responsible for their character; he thought only someone playing "themselves" could be properly judged based on their in-game actions. Because of its ethically nuanced narrative approach, he took the Hindu word associated with a deity's manifestation on earth in physical form, and applied it to a player in the game world. Other early uses of the term include
Lucasfilm
Lucasfilm Ltd. LLC is an American film and television production company and a subsidiary of Walt Disney Studios, which is a business segment of The Walt Disney Company. The studio is best known for creating and producing the ''Star Wars'' and ' ...
and
Chip Morningstar's 1986
online role-playing game ''
Habitat'',
[Morabito, Margaret. "Enter the Online World of LucasFilm." Run Aug. 1986: 24–28] and the 1989
pen and paper role-playing game ''
Shadowrun''.
The use of ''avatar'' to mean online virtual bodies was popularised by
Neal Stephenson
Neal Town Stephenson (born October 31, 1959) is an American writer known for his works of speculative fiction. His novels have been categorized as science fiction, historical fiction, cyberpunk, postcyberpunk, and baroque.
Stephenson's work exp ...
in his 1992
cyberpunk novel ''
Snow Crash''. In ''Snow Crash,'' the term ''avatar'' was used to describe the virtual simulation of the human form in the ''
Metaverse'', a fictional virtual-reality application on the
Internet.
Social status
Social status is the level of social value a person is considered to possess. More specifically, it refers to the relative level of respect, honour, assumed competence, and deference accorded to people, groups, and organizations in a society. Stat ...
within the Metaverse was often based on the quality of a user's avatar, as a highly detailed avatar showed that the user was a skilled
hacker and
programmer
A computer programmer, sometimes referred to as a software developer, a software engineer, a programmer or a coder, is a person who creates computer programs — often for larger computer software.
A programmer is someone who writes/creates ...
while the less talented would buy off-the-shelf models in the same manner a beginner would today. Stephenson wrote in the "Acknowledgments" to ''Snow Crash'':
Types and usage
An avatar can refer to a two-dimensional picture akin to an
icon in
Internet forums and other online communities. This is also known as a profile picture or userpic, or in early Internet parlance, a 'picon' (personal icon). With the advent of social media platforms like
Facebook, where users are not typically anonymous, these pictures often are a photo of the user in real life.
Alternatively, avatars can also be
three-dimensional digital representations, as in
games
A game is a structured form of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or games) or art (such ...
such as
World of Warcraft or
virtual worlds like
Second Life.
[ In ]MUD
A MUD (; originally multi-user dungeon, with later variants multi-user dimension and multi-user domain) is a Multiplayer video game, multiplayer Time-keeping systems in games#Real-time, real-time virtual world, usually Text-based game, text-bas ...
s and other early systems, they were a construct composed of text. The term has been also sometimes extended to refer to the personality connected with the screen name, or handle, of an Internet user.
Internet forums
Despite the widespread use of avatars, it is unknown which Internet forums were the first to use them; the earliest forums did not include avatars as a default feature, and they were included in unofficial "hacks" before eventually being made standard. Avatars on Internet forums serve the purpose of representing users and their actions, personalizing their contributions to the forum, and may represent different parts of their persona, beliefs, interests or social status in the forum.
The traditional avatar system used on most Internet forums is a small (80x80 to 100x100 pixels, for example) square-shaped area close to the user's forum post, where the avatar is placed in order for other users to easily identify who has written the post without having to read their username. Some forums allow the user to upload an avatar image that may have been designed by the user or acquired from elsewhere. Other forums allow the user to select an avatar from a preset list or use an auto-discovery algorithm to extract one from the user's homepage.
Some avatars are animated, consisting of a sequence of multiple images played repeatedly. In such animated avatars, the number of images as well as the time in which they are replayed vary considerably.[Designing Isometric Avatars](_blank)
/ref>
Other avatar systems exist, such as on Gaia Online, WeeWorld
WeeWorld was an online game and messaging website, originally created in 2002 with a company that was based in Glasgow, Scotland, with a few offices in London and Boston, as well as other cities in the USA. The company had created WeeWorld.com, ...
, Frenzoo or Meez
Meez was a free-to-play virtual world that launched on March 28, 2006. Meez was developed by Donnerwood Media (a company based in San Francisco, California that were also the license-holders for Tringo) as an "online entertainment" social networ ...
, where a pixelized representation of a person or creature is used, which can then be customized to the user's wishes. There are also avatar systems (e.g. Trutoon) where a representation is created using a person's face with customized characters and backgrounds.
Another avatar-based system is one wherein an image is automatically generated based on the identity of the poster. Identicon
An Identicon is a visual representation of a hash value, usually of an IP address, that serves to identify a user of a computer system as a form of avatar while protecting the user's privacy. The original Identicon was a 9-block graphic, and the re ...
s are formed as visually distinct geometric images derived from a digest hash of the poster's IP address or user ID. These serve as a means to associate a particular user with a particular geometric representation. When used with an IP address, a particular anonymous user can be visually identified without the need for registration or authentication. If an account is compromised, a dissimilar identicon will be formed as the attacker is posting from an unfamiliar IP address.
Internet chat and messaging
GIF
The Graphics Interchange Format (GIF; or , see pronunciation) is a bitmap image format that was developed by a team at the online services provider CompuServe led by American computer scientist Steve Wilhite and released on 15 June 1987. ...
avatars were introduced as early as 1990 in the ImagiNation Network (also known as Sierra On-Line) game and chat hybrid. In 1994, Virtual Places offered VOIP capabilities which were later abandoned for lack of bandwidth. In 1996 Microsoft Comic Chat
Microsoft Comic Chat (later Microsoft Chat) is a graphical IRC client created by Microsoft, first released with Internet Explorer 3.0 in 1996. Comic Chat was developed by Microsoft Researcher David Kurlander, with Microsoft Research's Virtual Wo ...
, an IRC client that used cartoon avatars for chatting, was released.
America Online
AOL (stylized as Aol., formerly a company known as AOL Inc. and originally known as America Online) is an American web portal and online service provider based in New York City. It is a brand marketed by the current incarnation of Yahoo! Inc. ...
introduced instant messaging for its membership in 1996 and included a limited number of "buddy icons," picking up on the avatar idea from PC games. When AOL later introduced the free version of its messenger, AIM, for use by anyone on the Internet, the number of icons offered grew to be more than 1,000 and the use of them grew exponentially, becoming a hallmark feature of instant messaging. In 2002, AOL introduced "Super Buddies," 3D animated icons that talked to users as they typed messages and read messages. The term Avatar began to replace the moniker of "buddy icon" as 3D customizable icons became known to its users from the mainstream popularity of PC Games. Yahoo's instant messenger was the first to adopt the term "avatar" for its icons. Instant messaging avatars were usually very small; AIM icons have been as small as 16×16 pixels but are used more commonly at the 48×48 pixel size, although many icons can be found online that typically measure anywhere from 50×50 pixels to 100×100 pixels in size.
More recently, services such as Discord have added avatars. With a paid subscription, users can select individual identities for different communities.
Online assistants
Avatars can be used as virtual embodiments of embodied agents, which are driven more or less by artificial intelligence rather than real people. Automated online assistant
An intelligent virtual assistant (IVA) or intelligent personal assistant (IPA) is a software agent that can perform tasks or services for an individual based on commands or questions. The term "chatbot" is sometimes used to refer to virtual ...
s are examples of avatars used in this way.
Such avatars are used by organizations as a part of automated customer service
Customer service is the assistance and advice provided by a company to those people who buy or use its products or services. Each industry requires different levels of customer service, but in the end, the idea of a well-performed service is that ...
s in order to interact with consumers and users of services. This can avail for enterprises to reduce their operating and training cost.[ A major underlying technology to such systems is ]natural language processing
Natural language processing (NLP) is an interdisciplinary subfield of linguistics, computer science, and artificial intelligence concerned with the interactions between computers and human language, in particular how to program computers to pro ...
.[Implementing an online help desk system based on conversational agent]
Authors: Alisa Kongthon, Chatchawal Sangkeettrakarn, Sarawoot Kongyoung and Choochart Haruechaiyasak. Published by ACM 2009 Article, Bibliometrics Data Bibliometrics. Published in: Proceeding, MEDES '09 Proceedings of the International Conference on Management of Emergent Digital EcoSystems, ACM New York, NY, USA. , Some of these avatars are commonly known as "bots". Famous examples include IKEA
IKEA (; ) is a Dutch multinational conglomerate based in the Netherlands that designs and sells , kitchen appliances, decoration, home accessories, and various other goods and home services. Started in 1943 by Ingvar Kamprad, IKEA has been t ...
's Anna, an avatar designed to guide users around the IKEA website.
Such avatars can also be powered by a digital conversation
A digital conversation is a scripted dialogue which takes place between a person and a computer via any digital medium from web browsers and Personal digital assistant, PDAs to mobile phones and Interactive television.
Introduction
A digital conv ...
which provides a little more structure than those using NLP, offering the user options and clearly defined paths to an outcome. This kind of avatar is known as a Structured Language Processing or SLP Avatar.
Video games
Avatars in video games are the player's representation in the game world. The first video games to include a representation of the player were '' Basketball'' (1974) which represented players as humans, and '' Maze War'' (1974) which represented players as eyeballs.
In some games, the player's representation is fixed, however many games offer a basic character model, or template, and then allow customization of the physical features as the player sees fit. For example, Carl Johnson, the avatar from '' Grand Theft Auto: San Andreas'', can be dressed in a wide range of clothing, can be given tattoos and haircuts, and can even body build or become obese depending upon player actions. One video game in which the avatar and player are two separate entities is the game '' Perspective'', where the player controls both themself in a 3-dimensional world and the avatar in a 2-dimensional world.
Aside from an avatar's physical appearance, its dialogue, particularly in cutscenes, may also reveal something of its character. A good example is the crude, action hero stereotype
In social psychology, a stereotype is a generalized belief about a particular category of people. It is an expectation that people might have about every person of a particular group. The type of expectation can vary; it can be, for example ...
, Duke Nukem. Other avatars, such as Gordon Freeman from '' Half-Life'', who never speaks at all, reveal very little of themselves (the original game never showed the player what he looked like without the use of a console command for third-person view).
Many Massively multiplayer online games (MMOGs) also include customizable avatars. Customization levels differ between games; for instance, in '' EVE Online'', players construct a wholly customized portrait, using a software that allows for several changes to facial structure as well as preset hairstyles, skin tones, etc. However, these portraits appear only in in-game chats and static information view of other players. Usually, all players appear in gigantic spacecraft that give no view of their pilot, unlike in most other RPGs. Alternatively, ''City of Heroes
''City of Heroes'' (''CoH'') was a massively multiplayer online role-playing game which was developed by Cryptic Studios and published by NCSOFT. The game was launched in North America on April 28, 2004, and in Europe by NCsoft Europe on Febru ...
'' offers one of the most detailed and comprehensive in-game avatar creation processes, allowing players to construct anything from traditional superheroes
A superhero or superheroine is a stock character that typically possesses ''superpowers'', abilities beyond those of ordinary people, and fits the role of the hero, typically using his or her powers to help the world become a better place, ...
to aliens, medieval knights, monsters, robots, and many more. Robbie Cooper
Robbie Cooper (born 1969) is a British artist working in various media, including photography, video and video game modifications.
He was educated in Kenya and the UK, before studying media production at Bournemouth College of Art. In 2002 Cooper ...
's 2007 book "Alter Ego, Avatars and their creators" pairs photographs of players of a variety of MMO's with images of their in-game avatars and profiles; recording the player's motivations and intentions in designing and using their avatars. The survey reveals wide variation in the ways in which players of MMO's use avatars. Felicia Day, creator and star of '' The Guild'' web series, created a song called "(Do You Wanna Date My) Avatar
"(Do You Wanna Date My) Avatar" is a 2009 song created and performed by the cast of the web series '' The Guild'', with lead vocals by singer-actress Felicia Day. The lyrics were written by Day and the music was written by musical composer Jed Whe ...
" which satirizes avatars and virtual dating
Online dating, also known as Internet dating, Virtual dating, or Mobile app dating, is a relatively recent method used by people with a goal of searching for and interacting with potential romantic or sexual partners, via the internet. An onlin ...
.
Nintendo
is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto, Japan. It develops video games and video game consoles.
Nintendo was founded in 1889 as by craftsman Fusajiro Yamauchi and originally produce ...
's Wii
The Wii ( ) is a home video game console developed and marketed by Nintendo. It was released on November 19, 2006, in North America and in December 2006 for most other Regional lockout, regions of the world. It is Nintendo's fifth major ho ...
, 3DS
The is a handheld game console produced by Nintendo. It was announced in March 2010 and unveiled at E3 2010 as the successor to the Nintendo DS. The system features backward compatibility with Nintendo DS video games. As an eighth-generatio ...
and Switch consoles allow for the creation of avatars called " Miis" that take the form of stylized, cartoonish people and can be used in some games as avatars for players, as in '' Wii Sports''. In some games, the ability to use a Mii as an avatar must be unlocked, such as in '' Mario Kart 8''.
In late 2008, Microsoft released an Xbox 360 Dashboard update which featured the introduction of Avatars as part of the console's New Xbox Experience
The Xbox system software is the operating system developed exclusively for the Xbox consoles. Across the four generations of Xbox consoles, the software has been based on a version of Microsoft Windows and incorporating DirectX features optimize ...
. With the update installed users can personalize the look of their Avatars by choosing from a range of clothing and facial features. In October 2018 Microsoft launched a new version of their Xbox avatars for Xbox One and Xbox on Windows 10, featuring increased detail and having a focus on inclusivity. PlayStation Home for Sony's PlayStation 3 console also featured the use of avatars, but with a more realistic style than Nintendo's Miis or Microsoft's Avatars.
Non-gaming online worlds
Avatars in non-gaming online world
A virtual world (also called a virtual space) is a computer-simulated environment which may be populated by many users who can create a personal avatar, and simultaneously and independently explore the virtual world, participate in its activities ...
s are used as two- or three- dimensional human or fantastic representations of a person's inworld self. Such representations are a tool which facilitates the exploration of the virtual universe, or acts as a focal point in conversations with other users, and can be customized by the user. Usually, the purpose and appeal of such universes is to provide a large enhancement to common online conversation capabilities, and to allow the user to peacefully develop a portion of a non-gaming universe without being forced to strive towards a pre-defined goal.
The earliest avatars of this form were text-based descriptions employed by players within MUD
A MUD (; originally multi-user dungeon, with later variants multi-user dimension and multi-user domain) is a Multiplayer video game, multiplayer Time-keeping systems in games#Real-time, real-time virtual world, usually Text-based game, text-bas ...
s. These often allowed players to express an identity disparate from their public one within an interactive environment. For instance, LambdaMOO allowed a choice of 11 different genders
Gender is the range of characteristics pertaining to femininity and masculinity and differentiating between them. Depending on the context, this may include sex-based social structures (i.e. gender roles) and gender identity. Most cultures u ...
, which could be changed at the user's will. The visually-based game ''Habitat'' also used the term to refer to players within the game world. A later example is Linden Labs' '' Second Life'', which has the player use a custom avatar to interact in a virtual 3D world; after peaking in 2007, its user count declined due to the encroachment of more traditional platforms such as Facebook. More recently, the concept has been combined with virtual reality; VRChat allows the user to interact with other avatars in custom environments, and Mark Zuckerberg
Mark Elliot Zuckerberg (; born ) is an American business magnate, internet entrepreneur, and philanthropist. He is known for co-founding the social media website Facebook and its parent company Meta Platforms (formerly Facebook, Inc.), o ...
's Meta Platforms
Meta Platforms, Inc., (file no. 3835815) trade name, doing business as Meta and formerly named Facebook, Inc., and TheFacebook, Inc., is an American multinational technology conglomerate based in Menlo Park, California. The company owns Facebo ...
has promoted it as part of his vision of a metaverse.
Many modern virtual worlds provide users with advanced tools to customize their representations, allowing them to change shapes, hair, skins and also genre. Moreover, there is a secondary industry devoted to the creations of products and items for the avatars. Some companies have also launched social networks and other websites for avatars such as Koinup
Koinup was an image and video hosting service, web portal and online community for virtual world users. It was used both as a photo and video repository platform and as a tool to share virtual world screenshots, photographs and machinima. , it ...
, Myrl, and Avatars United
Avatars United was a web community for avatars of online games and virtual worlds. It was launched in March 2008 by Sweden-based Enemy Unknown and closed in October 2010. It was owned by Linden Lab, which announced its closure on September 23, 2010 ...
.
Lisa Nakamura has suggested that customizable avatars in non-gaming worlds tend to be biased towards lighter skin colors and against darker skin colors, especially in those of the male gender. In Second Life avatars are created by residents and take any form, and range from lifelike humans to robots, animals, plants and legendary creature
A legendary creature (also mythical or mythological creature) is a type of fictional entity, typically a hybrid, that has not been proven and that is described in folklore
Folklore is shared by a particular group of people; it encompasses ...
s. Avatar customization is one of the most important entertainment aspects in non gaming virtual worlds, such as '' Second Life'', IMVU, and Active Worlds. Some evidence suggests that avatars that are more anthropomorphic are perceived to be less credible and likeable than images that are less anthropomorphic. Social scientists at Stanford
Stanford University, officially Leland Stanford Junior University, is a private research university in Stanford, California. The campus occupies , among the largest in the United States, and enrolls over 17,000 students. Stanford is considere ...
's Virtual Human Interaction Lab examine the implications, possibilities, and transformed social interaction that occur when people interact via avatars.
Social media
Another use of the avatar has emerged with the widespread use of social media platforms. There is a practice in social media sites: uploading avatars in place of real profile image. Profile picture is a distinct graphics that represent the identity of profile holder. It is usually the portrait of an individual, logo of an organization, organizational building or distinctive character of book, cover page etc. Using avatars as profile pictures can increase users' perceived level of social presence which in turn fosters reciprocity and sharing behavior in online environments. According to MIT professor Sherry Turkle: "...we think we will be presenting ourselves, but our profile ends up as somebody else – often the fantasy of who we want to be".
Motion capture
Another form of use for avatars is for video chats/calls. Some services, such as Skype (through some external plugins) allow users to use talking avatars during video calls, replacing the image from the user's camera with an animated, talking avatar. Through the use of facial motion capture and a webcam, an avatar can be configured to mimic the motions and expressions of the user. This can be integrated directly into games, such as '' Star Citizen'', and via standalone software such as FaceRig.
Virtual YouTubers
A , or , is an online entertainer who uses a virtual avatar generated using computer graphics. Real-time motion capture software or technology are often—but not always—used to capture movement. The digital trend originated in Japan in the mid- ...
use animated avatars designed in software such as Live2D, which often resemble anime characters. A whole ecosystem of talent agencies and investors exists to manage these online personalities, which often differ from the creator's real-life persona. YouTube's 2020 Culture and Trends report highlighted VTubers as one of the notable trends of that year, with 1.5 billion views per month by October, and in May 2021, Twitch added a VTuber tag for streams as part of a wider expansion of its tag system.
In popular culture
Cartoons and stories sometimes have a character based on their creator, either a fictionalised version (e.g. the Matt Groening character in some episodes of '' The Simpsons'') or an entirely fictional character (e.g. Hermione Granger in the ''Harry Potter'' series has been said by J. K. Rowling to be based upon herself). Such characters are sometimes known as " author surrogates" or "author avatars".
Customisation
Early examples of customizable avatars include multi-user systems, including MUD
A MUD (; originally multi-user dungeon, with later variants multi-user dimension and multi-user domain) is a Multiplayer video game, multiplayer Time-keeping systems in games#Real-time, real-time virtual world, usually Text-based game, text-bas ...
s. Gaia Online has a customizable avatar where users can dress it up as desired. Users may earn credits for completing sponsored surveys or certain tasks to purchase items and upgrades to customize their avatar. Linden Lab's ''Second Life'' creates a virtual world in which avatars, homes, decorations, buildings and land are for sale. Less-common items may be designed to appear better than common items, and an experienced player may be identified from a group of new characters before in-game statistics are seen.
Generators
To meet the demand for millions of unique, customised avatars, generator tools and services have been created. Many of them, such as the website Picrew
Picrew is a layered paper doll-style avatar maker website. It was initially developed by the two staff of the Japanese company TetraChroma Inc from July 2017, and officially released in December 2018.
The website's concept and interface have some ...
, are based around works by original artists. The 2021 Electronic Entertainment Expo
E3 (short for Electronic Entertainment Expo or Electronic Entertainment Experience in 2021) is a trade event for the video game industry. The Entertainment Software Association (ESA) organizes and presents E3, which many developers, publisher ...
featured an avatar creator, to align with its new all-digital nature.
Awareness avatars
"Awareness avatars" have been used to creating rapid awareness in social media through avatar modification or a single icon's use. The awareness avatar may have first been used in the New Zealand Internet Blackout, to protest copyright law changes in New Zealand. Globally, protesters replaced their icons with black squares to show solidarity. The protest was successful and proved the method effective at both raising awareness and effecting change. Campaigns have used this method include:
* Black avatar: February 16–23, 2009 New Zealand Internet Blackout protesting copyright law changes in New Zealand.
* Yellow tint: Beginning June 17, 2009, to protest the increasing size and role of the United States government.
* Green tint: Beginning June 18, 2009 support for Iran election protests
After incumbent president Mahmoud Ahmadinejad declared victory in the 2009 Iranian presidential election, protests broke out in major cities across Iran in support of opposition candidates Mir-Hossein Mousavi and Mehdi Karroubi. The protests con ...
.
* French flag tint: Beginning November 13, 2015 to show support for France after the November 2015 Paris attacks
The November 2015 Paris attacks () were a series of coordinated Islamist terrorist attacks that took place on Friday, 13 November 2015 in Paris, France, and the city's northern suburb, Saint-Denis. Beginning at 9:15p.m., three suicide bombers ...
.
* During the COVID-19 pandemic, users added surgical mask
A surgical mask, also known by other names such as a medical face mask or procedure mask, is a personal protective equipment used by healthcare professionals that serves as a mechanical barrier that interferes with direct airflow in and out of re ...
s and respirators on the faces of characters and avatars. Websites such as Facebook officially supported these efforts by adding the option for several frames supporting the COVID-19 vaccine
A COVID19 vaccine is a vaccine intended to provide acquired immunity against severe acute respiratory syndrome coronavirus 2 (SARS‑CoV‑2), the virus that causes coronavirus disease 2019 ( COVID19).
Prior to the COVID19 pandemic, an e ...
. Conversely, anti-vaccine advocates have used profile frames to state their opposition to it.
* Rainbow patterns to represent membership or solidarity with the LGBT community
The LGBT community (also known as the LGBTQ+ community, GLBT community, gay community, or queer community) is a loosely defined grouping of lesbian, gay men, gay, bisexuality, bisexual, transgender, and other queer individuals united by a comm ...
.
Academic study
Avatars have become an area of study in the world of academics. According to psychiatrist David Brunski, the emergence of online avatars have implications for domains of scholarly research such as technoself studies, which is concerned with all aspects of identity in a technological society.
Across the literature, scholars have focused on three overlapping aspects that influence users' perceptions of the social potential of avatars: agency, anthropomorphism, and realism. According to researchers K. L. Novak and J. Fox, researchers must differentiate ''perceived agency'' (whether an entity is perceived to be human), ''anthropomorphism
Anthropomorphism is the attribution of human traits, emotions, or intentions to non-human entities. It is considered to be an innate tendency of human psychology.
Personification is the related attribution of human form and characteristics t ...
'' (having human form or behavior), ''identomorphism'' (how much the form of the avatar resembles the player), and ''realism'' (the perceived viability of something realistically existing). Perceived agency influences people's responses in the interaction regardless of who or what is actually controlling the representation. An earlier meta-analysis of studies comparing agents and avatars found that both agency and perceived agency mattered: representations controlled by humans were more persuasive than those controlled by bots, and representations believed to be controlled by humans were more persuasive than those believed to be controlled by bots.
Additionally, researchers have investigated how anthropomorphic representations influence communicative outcomes and found that more human-like representations are judged more favorably; people consider them more attractive, credible, and competent. Higher levels of anthropomorphism also lead to higher involvement, social presence, and communication satisfaction. Moreover, people communicate more naturally with more anthropomorphic avatars. Anthropomorphism is also tied to social influence, as more human-like representations can be more persuasive.
For the '' Harvard Business Review'', Paul Hemp analysed the effects of avatars on real-world business. He focuses on the game "Second Life", demonstrating that the creators of virtual avatars are willing to spend real money to purchase goods marketed solely to their virtual selves.
Representation of identity
The Journal of Computer-Mediated Communication published a study of the reactions to certain types of avatars by a sample group of human users. The results showed that users commonly chose avatars which were humanoid and matched their gender. The conclusion was that in order to make users feel more "at home" in their avatars, designers should maximise the customizability of visual criteria common to humans, such as skin and hair color, gender, hair styles and height. Researchers at York University studied whether avatars reflected a user's real-life personality. Student test groups were able to infer upon extraversion, agreeableness, and neuroticism, but could not infer upon openness and conscientiousness.
Researchers have also studied avatars that differ from real-life identity. Sherry Turkle described a middle-aged man who played an aggressive, confrontational female character in his online communities, displaying personality traits he was embarrassed to display in the offline world. Research by Nick Yee of the Daedelus Project demonstrates that an avatar may differ considerably from a player's offline identity, based on gender. However, most players will make an avatar that is (proportionately) equal to their height (or slightly taller). Turkle has observed that some players seek an emotional connection they cannot establish in the real world. She described a case in which a man with a serious heart condition preventing him from ordinary socializing found acceptance and friendship through his online identity. Others have pointed out similar findings in those with mental disorders
A mental disorder, also referred to as a mental illness or psychiatric disorder, is a behavioral or mental pattern that causes significant distress or impairment of personal functioning. Such features may be persistent, relapsing and remitti ...
making social interaction
A social relation or also described as a social interaction or social experience is the fundamental unit of analysis within the social sciences, and describes any voluntary or involuntary interpersonal relationship between two or more individuals ...
difficult, such as those with autism
The autism spectrum, often referred to as just autism or in the context of a professional diagnosis autism spectrum disorder (ASD) or autism spectrum condition (ASC), is a neurodevelopmental condition (or conditions) characterized by difficulti ...
or similar disabilities.
See also
* ''Michaelmas'' (novel) – 1977 Algis Budrys novel
* NECA Project The NECA Project (Net Environment for Embodied Emotional Conversational Agents) was a research project that focused on multimodal communication with animated agents in a virtual world. NECA was funded by the European Commission from 1998–2002 an ...
* Player character
A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not control ...
* Pointman (user interface)
Pointman is a seated user interface for controlling one's avatar in a 3D virtual environment. It combines head tracking, a gamepad, and sliding foot pedals to provide positional control over many aspects of the avatar's posture. Pointman was de ...
* Proteus effect
The Proteus effect describes a phenomenon in which the behavior of an individual, within virtual worlds, is changed by the characteristics of their avatar. This change is due to the individual's knowledge about the behaviors that other users who ...
* Thumbnail
References
Academic sources
Further reading
* Cooper, Robbie 2007. ''Alter Ego: Avatars and Their Creators''. London: Chris Boot. .
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* Sloan, R. J. S., Robinson, B., Cook, M., and Bown, J. (2008). "Dynamic Emotional Expression Choreography: Perception of Naturalistic Facial Expressions". In M. Capey, B. Ip and F. Blastland, editors, ''SAND Conference Proceedings, Swansea, UK 24–28 November 2008''. Swansea Metropolitan University: Swansea.
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External links
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{{DEFAULTSORT:Avatar (Computing)
Internet culture
Internet forum terminology
MUD terminology
Video game culture
Video game terminology
Virtual reality
Identity management