Abstract:This research sets out to examine the ways in which actors relate to choices regarding the design of avatars. The empirical data of the analysis is found in three case studies: one case from EverQuest®, the guild leader Sia with her shaman avatar Gelinu, and two cases from Second
Life®, the businessman Thomas with his avatar DC Aspen and the businesswoman Helle with her avatar Helle. Virtual ethnography and iterative video interviews with actors were conducted while they acted with their avatars during 2006–2… Show more
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