Selection and Creation of Avatars in Computer Games
More and more video and computer games offer their users the possibility to select and create game figures so called avatars. In many cases, the user is able to compose the outer appearance of their virtual substitute, but sometimes also its character and skills. The aim of this research project was to uncover the psychological processes that constitute the selection and creation of avatars in computer games.
Contact persons
Prof. Dr. Sabine Trepte
E-Mail: sabine.trepte@uni-hohenheim.de
Prof. Dr. Leonard Reinecke
E-Mail: leonard.reinecke@uni-mainz.de
Short description
First results of our research showed that both the characteristics of the game (e.g. task of the game, demands of the game) and the characteristics of the player (e.g. gender) influence the selection of avatars. In a quasi-experimental 2 (Gender of the participants) x 2 (Game description with female or male requirement profile) survey, the selection of avatar characteristics was analyzed. During the experiment, the participants (N = 227) were able to choose between eight avatar-characteristics (four masculine and four feminine characteristics).
The data proves that men as well as women equipped their avatar with masculine characteristics in games requiring predominantly male characteristics and with feminine characteristics in games with predominantly female characteristics. Neither the gender of the participants nor their attitude towards gender definitions (assessed with the Bem Sex Role Inventory by Bem 1974) had an influence on the selection of avatar characteristics. Men generally chose significantly more male avatars and women significantly more female avatars. The results show that users of computer games use a mixed strategy while selecting and creating their avatar. While the selection of characteristics follows a rationale considering the requirements of the game, the gender of the avatar is chosen according to the users own sex.
Related publications
Trepte, S. & Reinecke, L. (2010). Avatar creation and video game enjoyment: Effects of life-satisfaction, game competitiveness and identification with the avatar. Journal of Media Psychology: Theories, Methods, and Applications, 22 (4), 171-184. doi: 10.1027/1864-1105/a000022
Trepte, S., Reinecke, L., & Behr, K.-M. (2009). Creating virtual alter egos or superheroines? Gamers' strategies of avatar creation in terms of gender and sex. International Journal of Gaming and Computer-Mediated Simulations, 1(2), 52-76. doi: 10.4018/jgcms.2009040104