Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited. The authors conducted an experiment to determine the effects of gender, race, online video gaming experience, and the experimental context in which participants played the video game (online vs. offline vs. no information control) on avatar selection. The qualities of the avatar compared were based on eight objective differences between avatars and individuals: attractiveness, skin tone, height, girth chest size, waist size, hip size, and height. As predicted, those with online gaming experience selected avatars that were taller, thinner, and more attractive relative to their real selves than did participants with no prior online gam...
This study aims to investigate motives behind certain design choices of a player in an MMORPG game w...
Video games are becoming more popular; there has been a particular rise in interest and use of massi...
The ease with which we can now create digital selves means that virtual environments such as video g...
Copying or distributing in print or electronic forms without written permission of IGI Global is pro...
The present research explores the impact of gender, personality, and game context on avatar selectio...
In light of the recent Gamergate controversy, the tension between male and female video game players...
<p><span>Self-presentation in online spaces has recently attracted a significant amount of attention...
Avatar creation is an interesting topic for both video game and social network studies. Research has...
Women are less dedicated to computer gaming than men. Previous studies show that one reason might be...
Videogames have developed from arcade experiences spanning a mere few minutes to immersive experienc...
The creation or streaming of photo-realistic self-avatars is important for virtual reality applicati...
This exploratory study is part of an on-going project about digital cultures on ageism, anonymity, a...
The use of avatars in online and immersive environments plays a crucial role in shaping user experie...
Due to its prominent role in online social networks, avatar creation has become an important researc...
This study had two purposes: to determine whether or not biological sex and/or gender identity impac...
This study aims to investigate motives behind certain design choices of a player in an MMORPG game w...
Video games are becoming more popular; there has been a particular rise in interest and use of massi...
The ease with which we can now create digital selves means that virtual environments such as video g...
Copying or distributing in print or electronic forms without written permission of IGI Global is pro...
The present research explores the impact of gender, personality, and game context on avatar selectio...
In light of the recent Gamergate controversy, the tension between male and female video game players...
<p><span>Self-presentation in online spaces has recently attracted a significant amount of attention...
Avatar creation is an interesting topic for both video game and social network studies. Research has...
Women are less dedicated to computer gaming than men. Previous studies show that one reason might be...
Videogames have developed from arcade experiences spanning a mere few minutes to immersive experienc...
The creation or streaming of photo-realistic self-avatars is important for virtual reality applicati...
This exploratory study is part of an on-going project about digital cultures on ageism, anonymity, a...
The use of avatars in online and immersive environments plays a crucial role in shaping user experie...
Due to its prominent role in online social networks, avatar creation has become an important researc...
This study had two purposes: to determine whether or not biological sex and/or gender identity impac...
This study aims to investigate motives behind certain design choices of a player in an MMORPG game w...
Video games are becoming more popular; there has been a particular rise in interest and use of massi...
The ease with which we can now create digital selves means that virtual environments such as video g...