2018
DOI: 10.7557/23.6166
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Challenging the User-Avatar Dichotomy in Avatar Customization Research

Abstract: The work presented here represents an Actor-Network Theory (ANT) approach to the study of self-representation in games. Though the development of a novel analytical framework we aim to challenge the anthropocentric approach that is all too common to identity work in favour of an ANT approach. We argue that self-representation studies must break free of the user-avatar dichotomy in order to reveal how other factors, such as design practices, socioeconomic factors, digital and offline cultures, as well as resear… Show more

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Cited by 5 publications
(5 citation statements)
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“…Players typically interact with a user interface that allows players to fluidly cycle through choices to allow players to constitute their desired digital body. As such, the design and options presented to the players can play a crucial role in helping (or hindering) players to create their desired avatar [153,155].…”
Section: Avatar Identificationmentioning
confidence: 99%
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“…Players typically interact with a user interface that allows players to fluidly cycle through choices to allow players to constitute their desired digital body. As such, the design and options presented to the players can play a crucial role in helping (or hindering) players to create their desired avatar [153,155].…”
Section: Avatar Identificationmentioning
confidence: 99%
“…Players cycle through many possible customization options to create their desired avatar. Avatar customization interfaces are not only important in terms of usability, but also in how they communicate cultural ideologies [153,156].…”
Section: Avatar Customizationmentioning
confidence: 99%
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“…In Education Simulation, players do not create their child avatars according to their ideas. In a sense, they create avatars according to their intentions [13].Simulation games mainly replicate various forms of "real" life to achieve the goal of "training" players, such as improving proficiency, analyzing situations, and predicting. They emphasize leisure and training while weakening social interaction [14].…”
mentioning
confidence: 99%
“…In other words, in order to better understand why near-limitless technology produces limited ends, we must analyze the collective fashioning of images between all of these actors, which defaults toward the white heteronormative beauty standards of feminine bodies as the ideal avatar. Each of these actors brings in something unique to avatar design (McArthur 2018) during live streaming moments. In this way, I take as my object of study the interaction that happens when all of these actors merge, forming what I refer to as a white heteronormative assemblage .…”
mentioning
confidence: 99%