Due to its prominent role in online social networks, avatar creation has become an important research topic in the field of computer-mediated communication. One main motive for creating avatars is the representation of one's own identity. Previous research indicates that avatar creation depends on the activity context for which the avatar is created. Though, studies comparing avatar creation for a wide variety of activity contexts are still missing. The present study addresses this empirical gap by examining (1) the self-representation of physical, demographical, and personality characteristics through avatars, (2) differences in self-representation between various online activity contexts, and (3) between-participant variance in ascribed p...
The sense of “being there” that Virtual Reality/Worlds may promote in users depends on multiple fact...
Prior research has shown that individuals engage in impression management online, both in a social n...
Prior research has shown that individuals engage in impression management online, both in a social n...
Avatar creation is an interesting topic for both video game and social network studies. Research has...
Avatar creation is an interesting topic for both video game and social network studies. Research has...
This paper investigates whether online social contexts can prime individuals to create avatars that ...
Both online and offline people engage in identity construction through self presentation (Arkin & Sh...
Both online and offline people engage in identity construction through self presentation (Arkin & Sh...
Both online and offline people engage in identity construction through self presentation (Arkin & Sh...
<p><span>Self-presentation in online spaces has recently attracted a significant amount of attention...
This paper examines how users negotiate their self-presentation via an avatar used in social media. ...
The ability to construct imaginative, computational self-representations such as characters in games...
This paper examines how users negotiate their self-presentation via an avatar used in social media. ...
With the prevalence of virtual avatars and the recent emergence of metaverse technology, there has b...
The sense of \u201cbeing there\u201d that Virtual Reality/Worlds may promote in users depends on mul...
The sense of “being there” that Virtual Reality/Worlds may promote in users depends on multiple fact...
Prior research has shown that individuals engage in impression management online, both in a social n...
Prior research has shown that individuals engage in impression management online, both in a social n...
Avatar creation is an interesting topic for both video game and social network studies. Research has...
Avatar creation is an interesting topic for both video game and social network studies. Research has...
This paper investigates whether online social contexts can prime individuals to create avatars that ...
Both online and offline people engage in identity construction through self presentation (Arkin & Sh...
Both online and offline people engage in identity construction through self presentation (Arkin & Sh...
Both online and offline people engage in identity construction through self presentation (Arkin & Sh...
<p><span>Self-presentation in online spaces has recently attracted a significant amount of attention...
This paper examines how users negotiate their self-presentation via an avatar used in social media. ...
The ability to construct imaginative, computational self-representations such as characters in games...
This paper examines how users negotiate their self-presentation via an avatar used in social media. ...
With the prevalence of virtual avatars and the recent emergence of metaverse technology, there has b...
The sense of \u201cbeing there\u201d that Virtual Reality/Worlds may promote in users depends on mul...
The sense of “being there” that Virtual Reality/Worlds may promote in users depends on multiple fact...
Prior research has shown that individuals engage in impression management online, both in a social n...
Prior research has shown that individuals engage in impression management online, both in a social n...