2015
DOI: 10.1386/jgvw.7.1.77_1
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Plans and co-situated factions: An evaluation of Avatar Affordances in Rift’s character creation interface

Abstract: Plans and co-situated factions: an evaluation of avatar affordances in Rift's character creation interface abstract This article sets out a new analytic framework for the systematic analysis of character creation interfaces (CCIs) in Massively Multiplayer Online Games (MMOGs)and Virtual Worlds (VWs), the Avatar Affordances Framework. To model this framework, we present an analysis of the CCIs from Rift (Trion Worlds 2011) and explore the pragmatics of avatar customization through a micro-ethnographic user stud… Show more

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Cited by 7 publications
(5 citation statements)
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“…We have continued to explore its use in the study of gender [23] and understanding how situational affordances impact selfrepresentational practices [24].…”
Section: The Avatar Affordances Frameworkmentioning
confidence: 99%
“…We have continued to explore its use in the study of gender [23] and understanding how situational affordances impact selfrepresentational practices [24].…”
Section: The Avatar Affordances Frameworkmentioning
confidence: 99%
“…In this sense, games have always been trans for me-not by any inherent virtue of their own, but because they were a sort of adaptable, configurable mirror that helped me see and know myself better. In so many ways, from limited character options to toxic player communities to requiring expensive technology to play them, the playful mirror of games is an imperfect one (Brett 2022;McArthur & Jenson 2015;Salter & Blodgett 2017). Yet I think there is a potential for emergence, fluidity, and transformation in games that becomes unmistakably and radically trans when trans people are playing.…”
Section: Cody Mejeurmentioning
confidence: 99%
“…Using the term "situated action", Suchman proposes that the actions we take when interacting with interfaces depends on "material and social circumstances" (2006, p.70). In the context of avatar creation, even if users do arrive at these interfaces with customization strategies in mind, the avatar they create is a result of situational circumstances that contributed to the creative process, including co-situated players and interface affordances (McArthur and Jenson 2015;McArthur 2017). For example, as noted in our previous work, players of faction-based MMOGs who wish to play together must choose avatar races that are technologically afforded such collaboration (e.g., races from the same faction).…”
Section: Interface Affordancesmentioning
confidence: 99%
“…Finally, the fourth theme is co-situated play-defined as two or more players who are playing the same game together. Co-situated play has been demonstrated to have an impact on self-representational practices (McArthur and Jenson 2015). In multiplayer spaces where there is faction-based segregation amongst the game's playable races, how does this segregation affect self-representation when we have chosen to play with someone else?…”
Section: Tracing the Actor-networkmentioning
confidence: 99%