Skip to main content

Influence of Avatar Creation on Attitude, Empathy, Presence, and Para-Social Interaction

  • Conference paper
Human-Computer Interaction. Interaction Design and Usability (HCI 2007)

Part of the book series: Lecture Notes in Computer Science ((LNPSE,volume 4550))

Included in the following conference series:

Abstract

The present paper focuses on the influence of avatar creation in a video game. More specifically, this study investigates the effects of avatar creation on attitude towards avatar, empathy, presence, and para-social interaction of female non-game users. As a cyber-self, an avatar is a graphic character representing a user in cyberspace. Avatars are primarily used in the entertainment industry as high-tech novelties, controlled by game users, for high-end video games. Some games provide game characters by default that users cannot change, but other games provide various options gamers can choose. What if game users can create their own avatars? Do they have more psychological closeness with their avatars as their cyber-selves? This study tested the differences of attitude, empathy, presence, and para-social interaction of female non-game users between an avatar creation group and a non-avatar creation group and resulted in no difference.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 129.00
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 169.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Nowak, K.: The Influence of Anthropomorphism on Mental Models of Agents and Avatars in Social Virtual Environments. Unpublished Dissertation, Michigan State University, East Lansing Michigan (2000)

    Google Scholar 

  2. Suler, J.: The Psychology of Avatars and Graphical Space in Multimedia Chat Communities Online. (1997) (Retrieved February 8, 2007) http://www.rider.edu/~suler/psycyber/psyav.html

  3. Chung, D.: Something for Nothing: Understanding Purchasing Behaviors in Social Virtual Environments. CyberPsychology & Behavior 6, 538–554 (2005)

    Article  Google Scholar 

  4. Cordova, D.I., Lepper, M.R.: Intrinsic Motivation and the Process of Learning: Beneficial Effects of Contextualization, Personalization, and Choice. Journal of Educational Psychology, 715–730 (1996)

    Google Scholar 

  5. Lim, S.: The Effect of Avatar Choice and Visual POV on Game Play Experiences. Unpublished Dissertation, Stanford University, California (2006)

    Google Scholar 

  6. Tamborini, R.: The Experience of Telepresence in Violent Video Games. In: 86th annual convention of the National Communication Association, Seattle Washington (2000)

    Google Scholar 

  7. Tamborini, R., Eastin, M., Lachlan, K., Fediuk, T., Brady, R., Skalski, P.: The Effects of Violent Virtual Video Games on Aggressive Thoughts and Behaviors. In: 86th annual convention of the National Communication Association, Seattle Washington (2000)

    Google Scholar 

  8. Schneider, E.F., Lang, A., Shin, M., Bradley, S.D.: Death with a Story: How Story Impacts Emotional, Motivational, and Physiological Responses to First Person Shooter Video Games. Human Communication Research 30(3), 361–375 (2004)

    Google Scholar 

  9. Oskamp, S., Schultz, P.W.: Attitudes and Opinions, 3rd edn. Lawrence Erlbaum Associates, Mahwah New Jersey (2005)

    Google Scholar 

  10. Breer, P.E., Locke, E.A.: Task Experience as a Source of Attitudes. Dorsey Press, Homewood Illinois (1965)

    Google Scholar 

  11. Tamborini, R., Salomonson, K., Bahk, C.: The Relationship of Empathy to Comforting Behavior Following Film Exposure. Communication Research 20(5), 723–738 (1993)

    Article  Google Scholar 

  12. Zillmann, D.: Empathy: Affect from Bearing Witness to the Emotions of Others. In: Bryant, J., Zillmann, D. (eds.) Responding to the Screen: Reception and Reaction Processes, pp. 135–168. Lawrence Erlbaum Associates, Mahwah New Jersey (1991)

    Google Scholar 

  13. Cummins, R.G.: The Entertainment Appeal of Reality Television: The Effect of Direct Address on Empathy, Interactivity, Presence, and Entertainment Value. Unpublished Dissertation, University of Alabama, Tuscaloosa, AL (2005)

    Google Scholar 

  14. International Society for Presence Research. The Concept of Presence: Explication Statement. Online. (2000) (Retrieved February 10, 2006) http://ispr.info/

  15. Lombard, M., Ditton, T.: At the Heart of It All: The Concept of Presence. Journal of Computer-Mediated Communication, 3(2) (1997)

    Google Scholar 

  16. Witmer, B.G., Singer, M.J.: Measuring Presence in Virtual Environments: A Presence Questionnaire. Presence: Teleoperators and Virtual Environments 7(3), 225–240 (1998)

    Article  Google Scholar 

  17. Horton, D., Wohl, R.R.: Mass Communication and Para-Social Interaction. Observations on Intimacy at a Distance. Psychiatry 19(3), 215–229 (1956)

    Google Scholar 

  18. Klimmt, C., Hartmann, T., Schramm, H., Vorderer, P.: The Perception of Avatars: Parasocial Interactions with Digital Characters. In: 53rd Annual Conference of the International Communication Association, San Diego California (2003)

    Google Scholar 

  19. Rubin, A.M., Perse, E.M.: Audience Activity and Soap Opera Involvement. Human Communication Research 14(2), 246–268 (1987)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Julie A. Jacko

Rights and permissions

Reprints and permissions

Copyright information

© 2007 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Chung, D., deBuys, B.D., Nam, C.S. (2007). Influence of Avatar Creation on Attitude, Empathy, Presence, and Para-Social Interaction. In: Jacko, J.A. (eds) Human-Computer Interaction. Interaction Design and Usability. HCI 2007. Lecture Notes in Computer Science, vol 4550. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-73105-4_78

Download citation

  • DOI: https://doi.org/10.1007/978-3-540-73105-4_78

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-73104-7

  • Online ISBN: 978-3-540-73105-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics