1-4 of 4 Results

  • Keywords: avatars x
Clear all

Article

Identification and Parasocial Relationships With Video Game Characters  

Arienne Ferchaud

The field of game studies rests on how video game players use their relationships with their avatars to fulfill the goals of the game. From studies on the effects of violence in video games to examinations of serious games for entertainment and/or education, all areas presume a level of connection between player and the avatar they control. This relationship is first defined by the type of play style—that is, the approach the player takes when sitting down to play. Next is the avatar—the graphical representation of the player—that will differ drastically from game to game. Based on these two individuals, one actual the other simulated, a relationship of some sort is built. This relationship can be monadic, meaning the player fully identifies with the avatar to the point that they are the same being. In contrast, it could be dyadic, in which a separation exists between player and avatar more akin to a parasocial relationship (PSR). Further, some scholars have suggested that the relationship between player and avatar exists on a continuum known as player-avatar relationships. Concepts like presence and empathy can be used to predict the strength of the relationship between player and avatar. This bond is incredibly important and can be used to predict both enjoyment of the game and cultivate story-consistent attitudes. Future research should examine more closely the nature of PSRs between avatar and player, as this context is relatively unexplored.

Article

Social Interaction in VR  

Eugy Han and Jeremy N. Bailenson

Social interaction is one of the most popular use cases of virtual reality (VR). Virtual worlds accessed through VR headsets can immerse people in diverse places and present its users however they wish to be represented. The affordances of this technology allow people to connect with themselves, others, and their surroundings in unique ways. Research has shown that social norms found in the physical world transfer over to virtual worlds. People respond to virtual people in a manner similar to how they would treat people in the physical world. Although virtual worlds and the physical world share similarities, they have many differences. Virtual reality is not—and does not necessarily need to be—a veridical representation of the physical world. Virtual reality has the ability to transform everything, such as what people look like, how they behave, where they are, and how they see things. Cues related to people, such as their visual appearance and nonverbal behavior, or place, such as the surrounding environment and perspective, can be augmented, filtered, or suppressed. These transformations also lead to significant psychological and behavioral effects, affecting how people build trust, engage with others, or communicate nonverbally. Whereas some of these transformations may be unintentional, such as technological by-products, other transformations can be intentional. As a result, it is critical to understand how social interactions occur differently in these transformed environments.

Article

Immersive Virtual Environments, Avatars, and Agents for Health  

Sun Joo (Grace) Ahn and Jesse Fox

Immersive virtual environments (IVEs) are systems comprised of digital devices that simulate multiple layers of sensory information so that users experience sight, sound, and even touch like they do in the physical world. Users are typically represented in these environments in the form of virtual humans and may interact with other virtual representations such as health-care providers, coaches, future selves, or treatment stimuli (e.g., phobia triggers, such as crowds of people or spiders). These virtual representations can be controlled by humans (avatars) or computers algorithms (agents). Embodying avatars and interacting with agents, patients can experience sensory-rich simulations in the virtual world that may be difficult or even impossible to experience in the physical world but are sufficiently real to influence health attitudes and behaviors. Avatars and agents are infinitely customizable to tailor virtual experiences at the individual level, and IVEs are able to transcend the spatial and temporal boundaries of the physical world. Although still preliminary, a growing number of studies demonstrate IVEs’ potential as a health promotion and therapy tool, complementing and enhancing current treatment regimens. Attempts to incorporate IVEs into treatments and intervention programs have been made in a number of areas, including physical activity, nutrition, rehabilitation, exposure therapy, and autism spectrum disorders. Although further development and research is necessary, the increasing availability of consumer-grade IVE systems may allow clinicians and patients to consider IVE treatment as a routine part of their regimen in the near future.

Article

Game Studies  

Shira Chess

As a nascent form of screen culture, video games provide a challenging new lens to think about emerging media. Because video games do not abide by traditional narrative structure and because many different kinds of media objects fall under the purview of video games, they provide particular complications for researchers. In turn, within video game studies, which has been a growing field since the early 2000s, researchers often focus on a specific approach to understanding video games: studying the industry, studying audiences, or studying games as texts. Additionally, many researchers have found it useful to consider “assemblage”-type approaches that look holistically at several aspects of a video game object in order to understand the game from a broader context.