2009
DOI: 10.1016/j.chb.2008.11.007
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Me, myself and I: The role of interactional context on self-presentation through avatars

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Cited by 214 publications
(121 citation statements)
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“…SL users who wish to be themselves and reject role-playing are also observed by Boellstorff [25] In the metaverse, it's possible to try on all sorts of identities, but in the end, don't you bring yourself across the digital borders? [53] Little is present from the blogging literature to refer to this though, other than that bloggers (more than gamers or dating website users) are likely to portray themselves as being close to their offline selves when given the opportunity to use a blogging avatar [54].…”
Section: Recreating the Offline Self Onlinementioning
confidence: 99%
“…SL users who wish to be themselves and reject role-playing are also observed by Boellstorff [25] In the metaverse, it's possible to try on all sorts of identities, but in the end, don't you bring yourself across the digital borders? [53] Little is present from the blogging literature to refer to this though, other than that bloggers (more than gamers or dating website users) are likely to portray themselves as being close to their offline selves when given the opportunity to use a blogging avatar [54].…”
Section: Recreating the Offline Self Onlinementioning
confidence: 99%
“…These studies show a balance between the need for aligning the avatar image with the actual self and the strategies of idealization. Vasalou & Joinson (2009), for example, showed that avatars designed for blogging accurately reflected the physical appearance and personality of their creators. When the avatar was intended to be used for gaming or dating, however, people intentionally stressed some characteristics to match the context.…”
Section: Related Workmentioning
confidence: 99%
“…Finally, we wish to make note of a line of investigation dedicated to the analysis, from a marketing point of view, of the effects on consumer behaviour associated with the use of concrete applications of the Social Web or of the presence of said applications in specific environments, such as avatars (McGoldrick et al, 2008;Vasalou and Joinson, 2009), blogs (Guadagno et al, 2008;Hsu and Lin, 2008;Lee et al, 2008;Rosanna et al, 2008;Yang, 2007), online games (Ho and Huang, 2009;Hsu and Lu, 2007;Koo, 2009;Molesworth, 2006;Weibel et al, 2008), virtual worlds (Bonsu and Darmody, 2008;), and spaces and profiles (Pfeil et al, 2009;Ross et al, 2009;Thelwall, 2008;Thomas et al, 2007;Zhao et al, 2008).…”
Section: Consumer Behaviour In Specific Contextsmentioning
confidence: 99%