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Avatar Creation in Videogaming: Between Compensation and Constraint.

H J François Dengah1, Jeffrey G Snodgrass2

  • 1Department of Sociology, Social Work, and Anthropology, Utah State University, Logan, Utah.

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|May 14, 2020
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Summary

Videogame avatars allow for identity exploration, with self-esteem influencing whether players idealize or actualize traits. Low-esteem players project positive traits and minimize negative ones onto avatars, while high-esteem players show a more complex self-representation.

Keywords:
AvatarsCognitive anthropologyOnline computer gamesPsychosocial well-beingSelf-esteem

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Area of Science:

  • Psychology
  • Human-Computer Interaction
  • Digital Culture

Background:

  • Self-discrepancy theory posits that discrepancies between actual and ideal selves impact well-being.
  • Videogame avatars offer a unique space for exploring identity and self-representation.
  • Understanding the user/avatar relationship is crucial in digital interaction research.

Purpose of the Study:

  • To investigate how videogame avatars facilitate identity exploration.
  • To test self-discrepancy theory in the context of the user/avatar relationship.
  • To examine the influence of player self-esteem on avatar trait idealization versus actualization.

Main Methods:

  • Employed cognitive anthropological methods, including free listing and pile sorting tasks.
  • Collected trait data for actual, avatar, and ideal selves from 78 respondents.
  • Analyzed data using paired t-tests to compare self-descriptions and identify self-esteem effects.

Main Results:

  • Overall, players idealized their avatars by using fewer negative terms compared to their actual selves.
  • Low-esteem players actualized positive traits and idealized negative traits on avatars.
  • High-esteem players associated more positive attributes across all selves and actualized avatar traits.

Conclusions:

  • Avatars reflect a complex interplay between a user's actual and ideal selves.
  • Avatar play does not necessarily free individuals from offline psychological constraints.
  • Theoretical models must account for nuanced user/avatar self-representation dynamics.