Avatar customization is available in many games, but as yet there is no analytical framework capable of enabling systematic comparison between games. To investigate this issue, we present our novel analytical framework, referred to as the Avatar Affordances Framework. To model the framework, we analyze the character creation interfaces of 20 games. We focus in particular on the different ways gender and ethnicity are presented to players. Preliminary analysis reveals that many popular games have socially exclusive values, and that high fidelity character creation interfaces are no exception. The framework itself offers a more comprehensive tool than previous (e.g., count-based) approaches to investigating self-representation issues in chara...
Avatars in online games and worlds are seen as players\u27 key representations in interactions with ...
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...
The nature of humans interacting with interface characters (e.g. embodied agents) is not well unders...
Avatar customization is available in many games, but as yet there is no analytical framework capable...
Avatar customization is a feature common to many games, yet a number of character creation interface...
This article sets out a new analytic framework for the systematic analysis of character creation int...
Videogames have developed from arcade experiences spanning a mere few minutes to immersive experienc...
Avatar customization is a feature that is offered in many computer and video games. Customization op...
Purpose – The purpose of this paper is to show how both the presentation and limitation of visual ch...
In this paper we present an analysis of the character creation interface on the Nintendo WiiU and ex...
Avatar customization and self-representation in games has been widely studied. In this paper, I prop...
Personalization, in the realm of Serious Games, is the extent to which users believe that the digita...
Avatar creation is an interesting topic for both video game and social network studies. Research has...
A growing number of digital games and virtual worlds allow users to create a virtual self, commonly ...
<p><span>Self-presentation in online spaces has recently attracted a significant amount of attention...
Avatars in online games and worlds are seen as players\u27 key representations in interactions with ...
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...
The nature of humans interacting with interface characters (e.g. embodied agents) is not well unders...
Avatar customization is available in many games, but as yet there is no analytical framework capable...
Avatar customization is a feature common to many games, yet a number of character creation interface...
This article sets out a new analytic framework for the systematic analysis of character creation int...
Videogames have developed from arcade experiences spanning a mere few minutes to immersive experienc...
Avatar customization is a feature that is offered in many computer and video games. Customization op...
Purpose – The purpose of this paper is to show how both the presentation and limitation of visual ch...
In this paper we present an analysis of the character creation interface on the Nintendo WiiU and ex...
Avatar customization and self-representation in games has been widely studied. In this paper, I prop...
Personalization, in the realm of Serious Games, is the extent to which users believe that the digita...
Avatar creation is an interesting topic for both video game and social network studies. Research has...
A growing number of digital games and virtual worlds allow users to create a virtual self, commonly ...
<p><span>Self-presentation in online spaces has recently attracted a significant amount of attention...
Avatars in online games and worlds are seen as players\u27 key representations in interactions with ...
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...
The nature of humans interacting with interface characters (e.g. embodied agents) is not well unders...