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Body and mind: a study of avatar personalization in three virtual worlds
Abstract
An increasingly large number of users connect to virtual worlds on a regular basis to conduct activities ranging from gaming to business meetings. In all these worlds, users project themselves into the environment via an avatar: a 3D body which they control and whose appearance is often customizable. However, considering the prevalence of this form of embodiment, there is a surprising lack of data about how and why users customize their avatar, as well as how easy and satisfying the existing avatar creation tools are. In this paper, we report on a study investigating these issues through a questionnaire administered to more than a hundred users of three virtual worlds offering widely different avatar creation and customization systems (Maple Story, World of Warcraft, and Second Life). We illustrate the often-surprising choices users make when creating their digital representation and discuss the impact of our findings for the design of future avatar creation systems.
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“However, the creation of an avatar is still recognized to be a complex and time-consuming process by a great number of avatar designers today [21].”
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Research works printed but not linked: 19
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Metadata
- Authors
- Ducheneaut, N., Wen, M.-H., Yee, N., & Wadley, G.
- Affiliations
- Palo Alto Research Center (US)
- National Yang Ming Chiao Tung University (TW)
- The University of Melbourne (AU)
- Venue
- Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
- Publisher
- ACM
- Published
- 2009-04-04
- Pages
- 1151-1160
- OpenAlex
- W2131174334
- Cited by
- 461
- References
- 0
- Citations by year
- 2026: 24 · 2025: 30 · 2024: 37 · 2023: 51 · 2022: 24 · 2021: 20 · 2020: 21 · 2019: 24 · 2018: 25 · 2017: 18 · 2016: 23 · 2015: 30 · 2014: 30 · 2013: 28 · 2012: 23
- FWCI
- 18.82
- Type
- conference paper
- Language
- en
- Open access
- closed
- Locations
- CHI Conference on Human Factors in Computing Systems (publishedVersion)
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Social Psychology › Social Robot Interaction and HRI
- Keywords
- avatar customization, virtual worlds, embodiment, online self-representation, user preferences, avatar design, Second Life, World of Warcraft, user satisfaction
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