The Palgrave Encyclopedia of the Possible

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| Editors: Vlad Petre Glăveanu (Editor-in-Chief)

Avatars

Living reference work entry
DOI: https://doi.org/10.1007/978-3-319-98390-5_12-1
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Abstract

Avatars are virtual characters that now belong to the popular culture around video games, social networks, and digital applications in general. However, using an avatar may not be as insignificant as it seems, because avatars, by providing us with a fresh new appearance, may impact the very perception of our own identity. The aim of this entry is to offer an overview of the sociocognitive processes influenced by the use of avatars and illustrate them with empirical findings from the literature, including examples related to the Proteus effect. Finally, we will open avenues as to what could become possible through avatars, in particular in the field of avatar-mediated creativity.

Keywords

Avatar Proteus effect Virtual world Self-perception Deindividuation Creativity 
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Authors and Affiliations

  1. 1.CESINanterreFrance
  2. 2.University de ParisParisFrance

Section editors and affiliations

  • Samira Bourgeois-Bougrine

There are no affiliations available