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    Students Design Decisions in Avatar Creation and Customization

    A dissertation submitted to

    The University of Manchester

    For the degree of

    Master of Arts in Digital Technologies, Communication and

    Education

    In the Faculty of Humanities

    2009

    THEODORA ST. CLAIR

    SCHOOL OF EDUCATION

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    TABLE OF CONTENTS

    Table of Contents . 1

    List of Tables ......... 4

    List of Figures ........ 5

    Abstract .. 6

    Declaration ...................................................................... 8

    Copyright Statement ....................................................... 8

    Acknowledgement ............... 9

    Chapter One

    INTRODUCTION AND CONTEXT ... 10

    Introduction ... 10

    Purpose ....................... 11

    Rationale ............................ 11

    Research Question ............................................. 14

    Structure of the Study .. 15

    Chapter Two

    LITERATURE REVIEW .. 16

    Introduction .. 16

    Characteristics of Second Life 17

    Benefits of Second Life ..................... 18

    Concerns about Second Life . 20

    Importance of Avatars. 21

    Creation and Customization Process of Avatars 22

    Issues in Avatar Design.. 26

    Representation ........ 27

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    Chapter Four

    RESEARCH FINDINGS ................................................. 53

    Introduction ......................................................... 53

    Interviews and Focus Groups .............................. 54

    Avatar Photographs ........................................... 63

    Conclusion .......................................................... 67

    Chapter Five

    DISCUSSION AND ANALYSIS OF FINDINGS ............. 69

    Introduction ......................................................... 69

    Data Analysis and Discussion .. 69

    Suggestions for Future Research. 77

    Conclusion .......................................................... 78

    Chapter Six

    SUMMARY OF FINDINGS ........................................... 79

    REFERENCES ... 82

    APPENDICES . 88

    Appendix A: Focus Group and Interview Guide 89

    Appendix B: Participant Information Sheet ........ 91

    Appendix C: Participant Consent Form .............. 92

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    Appendix D: Photographs of Avatars ................. 93

    Word count: 16585

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    LIST OF TABLES

    Table 1: Demographics of participants ............................ 42

    Table 2: Participants gender and age in comparison with that of

    their avatars ..................................................................... 64

    Table 3: Participants ethnicity and complexion in comparison

    with that of their avatars ................................................... 65

    Table 4: Participants hair, body frame and size in comparison

    with that of their avatars ................................................. 66

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    LIST OF FIGURES

    Figure 1: Second Life interface ....................................... 24

    Figure 2: Appearance editor of Second Life ................... 25

    Figure 3: Example of human avatars created in Second Life 25

    Figure 4: Example of non-human avatars created in Second Life 26

    Figure 5: Images of non-customized avatars ................... 73

    Figure 6: Images of customized avatars .......................... 74

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    ABSTRACT

    The use of virtual worlds has become a favourite place for online

    interaction, socialization and learning. An avatar, which is a three

    dimensional digital body is the users representation in the virtual world.

    Therefore avatars seem to be of extreme significance to the users of

    virtual worlds since they not only represent the users but they enable them

    to have different experiences in-world and to present themselves to the

    other users of the virtual world.

    Surprisingly, considering the increasing use of, and interest in virtual

    worlds by teachers, students, and the general public, little research has

    been done about how and why the users of virtual worlds, particularly

    students, create and customize their avatars. This study involved a group

    of students pursuing the Master of Arts in Digital Technologies,

    Communication and Education at the University of Manchester, who are

    residents of the virtual world, Second Life. Thus the study explored and

    reports on the choices in avatar creation and customization, and the

    rationale given by the students for customizing their avatars in a particular

    way, as well as the relationship between the students physical

    characteristics and those of their avatars.

    In virtual worlds such as Second Life, the users are allowed to choose

    their avatars and to customize them in whatever form, human or non-

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    human, at any time, depending on the features of the virtual world and the

    desires of the user. The users of these virtual worlds can customize their

    avatars so that they reflect little, complete or no resemblance of the

    physical selves of the users. Therefore the reasons given by the users of

    virtual worlds for the ways in which they customize their avatars, as well

    as the relationship between avatars and their users, vary.

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    DECLARATION

    I declare that no portion of the work referred to in the dissertation has

    been submitted in support of an application for another degree or

    qualification of this or any other university or other institute of learning.

    COPYRIGHT STATEMENT

    i. Copyright in text of this dissertation rests with the author. Copies

    (by any process) either in full, or of extracts, may be made only in

    accordance with instructions given by the author. Details may be

    obtained from the appropriate Graduate Office. This page must

    form part of any such copies made. Further copies (by any process)

    of copies made in accordance with such instructions may not be

    made without the permission (in writing) of the author.

    ii. The ownership of any intellectual property rights which may be

    described in this dissertation is vested in the University of

    Manchester, subject to any prior agreement to the contrary, and

    may not be made available for use by third parties without the

    written permission of the University, which will prescribe the terms

    and conditions of any such agreement.

    iii. Further information on the conditions under which disclosures and

    exploitation may take place is available from the Head of the School

    of Education.

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    ACKNOWLEDGEMENT

    The successful completion of this dissertation was dependent on the

    efforts of a number of individuals. I would therefore like to acknowledge

    and express my sincere gratitude and thanks to all who contributed effort,

    support, assistance and time towards this achievement.

    First of all I must graciously thank the Almighty God for his blessings,

    guidance and inspiration throughout this trying endeavour.

    My deepest gratitude and thanks is extended to my supervisor, Dr. George

    Veletsianos, for his support, expert advice, patience and guidance

    throughout this study.

    I must thank particularly the MA-DTCE students who willingly participated

    in this research.

    My sincere appreciation and gratitude is extended to my sister, Frances

    Fowell, the rest of my family, and my friends who were always willing and

    ready to provide support and encouragement during this trying endeavour.

    To all who were not mentioned by name but whose contribution in

    whatever way was significant in this research, I express sincere thanks.

    Finally to the University of Manchester, I extend special thanks for making

    this endeavour possible.

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    CHAPTER ONE

    INTRODUCTION

    Introduction

    Technology has provided people with a variety of ways in which they can

    represent themselves and interact with each other. A favourite venue for

    such representation and interaction is three dimensional virtual worlds,

    and a very popular and interesting way of doing this is through a three-

    dimensional avatar, the digital representation of the user. Therefore the

    avatar, its creation and customization seem to be important features of

    virtual worlds, and Second Life in particular. Boberg, Piippo & Ollila

    (2008:232) emphasize that avatars are currently a central part of digital

    environments because they define how the users can act and express

    themselves. In digital worlds such as Second Life, people can create and

    alter their appearances with ease, in a variety of graphic ways that are

    impossible in the real world. This striking feature of Second Life has

    attracted people to participate in its activities where everyone has an equal

    opportunity to be, participate in or create whatever he/she can imagine.

    As an emerging technology, three dimensional virtual worlds seem to be

    having a great impact on education and some virtual worlds such as

    Second Life now host virtual campuses or act as classrooms for a number

    of universities and colleges (Graves, 2008 cited in Messinger, Ge,

    Stroulia, Lyons, Smirnov, & Bone, 2008). These virtual worlds present

    many possibilities for education, especially for experiential learning.

    Therefore with their widespread use by teachers and students teaching

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    and learning can be done in more constructivist ways and in more life-like

    situations that may not be possible in physical classrooms (Kelton, 2007;

    Berge, 2008; Silva, 2008).

    Purpose

    This study was motivated by the interest and concern of the researcher in

    the design of avatars, particularly in relation to the process involved in

    creating and customizing them. Thus the aim of this study was to

    understand and describe the thought processes engaged in by the

    students pursuing the Master of Arts in Digital Technologies,

    Communication and Education (MA-DTCE) degree at the University of

    Manchester in the creation and customization of their avatars in Second

    Life, and the factors that contributed to the type of avatar they created.

    The study also examined and compared the physical appearance of these

    students and their avatars in order to determine whether any similarities

    and/or differences existed between the real and digital selves of the

    students.

    Rationale

    As a student pursuing a programme involving digital technologies, I was

    expected to participate in the virtual world, Second Life as one of the

    programmes many activities involving emerging technologies. My first

    reaction was, to question peoples participation in activities involving virtual

    worlds, since my vision of Second Life was of weird characters getting

    involved in out of this world make believe scientific dramas involving

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    monsters and weirdoes. My views of virtual worlds changed when it

    became necessary to discontinue the investigation of a previous topic and

    my personal tutor recommended a number of topics, among which was

    the idea for this present research how students choose to represent

    themselves in virtual worlds. My interest peaked after engaging in

    discussions relating to Second Life and reading about its uses, purpose

    and benefits.

    The claims made by writers further increased my interest in Second Life.

    For example, Kelton, (2007) presents Second Life as a great teaching and

    learning resource. In teaching students in this digital era being able to

    understand how new technologies are used to enhance learning is

    extremely important for ensuring that their educational needs are being

    met (Silva, 2008). Since I, a digital immigrant, teach teenagers who are

    digital natives (Prensky, 2001), I was interested in finding out how useful

    this virtual environment could be in my teaching to enhance the learning of

    my students.

    Other claims such as the comment by Suler (2007) who stated that

    Second Life is loved by many people and is a fascinating, cutting edge

    virtual world with lots of features, places, activities, people, and

    subcultures to explore; as well as the comment from Linden Lab (2009:6)

    which stated that Second Life is the worlds leading three-dimensional

    virtual environment also increased my interest in Second Life. Moreover,

    my participation in Second Lifes activities, especially in the creation and

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    customization of my avatar further increased my curiosity and I was keenly

    interested in knowing the kind of experiences other students had in

    creating and customizing their avatars in Second Life and the reasoning

    they used in arriving at their choices.

    Avatar design has been of interest to researchers for some time. Some

    researchers have proposed considerations for designing avatars (Benford,

    Bowers, Fahlen, Greenhalgh, & Snowdon, 1997; Boberg et al, 2008),

    while others have proposed avatar design recommendations (Lee & Kwon,

    2007). These studies focus on providing information for the designers of

    virtual worlds to provide users with certain features that will enable them to

    create their preferred avatars.

    So far, while there is a large body of research which focus on avatars and

    their use in virtual worlds, most of the studies on avatars have

    concentrated on avatars in general, and not on the creation or

    customization of avatars. Therefore, the process involved in creating and

    later customizing avatars in Second Life has not been widely studied.

    Earlier research on avatars has focused on their use in virtual worlds or

    design issues and techniques that should be considered by designers of

    virtual bodies in order for users to represent themselves adequately in a

    virtual world (Benford, et al, 1997).

    Recently, the avatars appearance, and in particular the reasoning

    involved in the process of creating and customizing avatars has drawn

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    much research attention. Some effort has been devoted to understanding

    the relationship between a users body image and their avatar (Becerra &

    Stutts, 2008), the relationship between avatars and the people they

    represent in terms of physical appearance and behaviour (Messinger et al,

    2008; McArthur, 2009; Vasalou, Joinson & Pitt, 2007), and the reasoning

    involved in choosing how users create and later customize their avatars

    (Kafai, Fields & Cook, 2007); Ducheneaut, Wen, Yee, & Wadley, 2009).

    However while some of these studies have been conducted among

    Second Life users most have been conducted among the users of other

    virtual worlds. Of importance is the fact that these studies have been

    about Second Life users in general but have not focused on any particular

    group of Second Life users. It is hoped that by conducting this exploratory

    study about how a particular group of Second Life users, postgraduate

    students, make decisions in the creation and later customization of their

    avatars, the researcher will be able to add to the limited research about

    avatar creation and customization in virtual worlds and particularly

    students participating in Second Life.

    Research Questions

    This study sought to answer the following research questions:

    1. How do students design their avatars in Second Life and what

    factors influence their decisions?

    2. What relationships exist between students' appearance and the

    physical characteristics of their avatars?

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    Structure of the Study

    At this stage it is significant to present an overview of the studys structure

    which is in the form of six chapters. This research begins with Chapter

    One, the introduction in which the issue, rationale and aims of the study

    are presented. This is followed by Chapter Two, the literature review,

    where the theoretical aspects of the research and the work of previous

    studies on avatar creation and customization are discussed. Chapter

    Three presents and discusses the research methodology and limitations of

    the study. In Chapter Four the findings are presented and discussed while

    in Chapter Five the findings are interpreted and suggestions for future

    work are recommended. The research concludes with Chapter Six which

    briefly summarises the research findings.

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    CHAPTER TWO

    LITERATURE REVIEW

    Introduction

    Peoples desires to interact with each other have given rise to various

    forms of communication and socialization. A good example is online

    interaction through virtual reality, which is being used extensively and

    regularly by people of different ages, cultures, occupations and countries

    (Berge, 2008; Silva, 2008) for a variety of reasons and purposes. This is

    highlighted by Bennett (2008) cited in Becerra & Stutts (2008:2) who

    report that an estimated fifty million people regularly participate in virtual

    environments, and supported by statistical information from

    SecondLife.com Economic Statistics of July 10, 2009 which indicate that

    over one million users were logged on in Second Life during a thirty-day

    period leading up to July 10.

    This review focused on relevant literature and studies that are pertinent to

    avatar creation and customization, as well as the relationship between the

    physical appearance of avatars and their users, and the representation of

    the user in virtual worlds and Second Life in particular. However, before

    presenting these issues, it was necessary to briefly discuss the

    significance and characteristics of Second Life. This was necessary since

    the study was conducted among users of Second Life, and knowing about

    Second Lifes features will facilitate better understanding of how users

    created their avatars in this virtual world. Second Life was chosen to

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    situate the issue for this research since the researcher knew students who

    were participants of Second Life and it would be easier to meet with them.

    Characteristics of Second Life

    Second life is a three-dimensional online virtual world, created and owned

    by the users, often called residents (Silva, 2008; Backe, 2006). Founded in

    2003 by Philip Rosedale, CEO of San Fransisco-based Linden Lab,

    Second Life has grown exceedingly and as of 2008, it had attracted over

    10 million residents with 30 000 to 40 000 residents active in-world at any

    one time (Berge, 2008). Although some people refer to Second Life as a

    game, it is not a game since it has no qualities of games such as intrinsic

    goal-driven rules or quests to fulfil (Berge, 2008), but like the real world

    many kinds of games can be played in Second Life.

    In Second Life residents are allowed to create everything that make up the

    world including the inhabitants, experiences and environment. Residents

    can socialise, build relationships, explore the environment, conduct

    business, meet other real people, learn, and participate in a variety of

    events (de Nood & Attema, 2006; Berge, 2008; SecondLife.com), which

    are all user created.

    It has been noted that Second Life simulates the real world in many

    aspects such as the physical environment (de Nood & Attema, 2006) the

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    activities that residents engage or participate in and the ways in which

    participants interact with each other and socialize (Berge, 2008). For

    example, in Second Life residents can send instant messages to each

    other, and text or voice chat with each other. They can also meet with

    friends or other people to play and explore, or visit different places

    (Rymaszewski, Au, Wallace, Winters, Rosedale, Batstone-Cunningham &

    Ondrejka, 2006).

    Like the real world, Second Life offers certain affordances, thus some

    things which are possible in Second Life are not possible in real life. For

    example in Second Life one can fly or teleport instantly to another place,

    and walk under water and through objects without being harmed. These

    luxuries are not possible in real life, but where as in reality people are able

    to physically touch other objects or each other, in Second Life residents

    are unable to do these things. Laws in the form of terms of service as well

    as community standards and rules serve as guides to residents for

    conducting themselves in a reasonable manner, and to allow other

    residents to have a peaceful experience while in-world (de Nood &

    Attema, 2006; Rymaszewski et al, 2006).

    Benefits of Second Life

    From the accounts of many writers, Second Life seems significant to

    individuals and groups worldwide for a variety of purposes - educational,

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    social networking, entertainment and interaction. Second Life has been

    recognised for its educational potential by many including educators and

    researchers who find it a very useful resource for teaching and research

    (Kay, 2007; Silva, 2008; Berge, 2008). Businesses, corporations,

    individuals and educational institutions worldwide have recognised Second

    Lifes use and benefits in educating and training people, developing

    content, broadcasting information, and simulating activities or experiments

    that could be hazardous or harmful and costly (Kay, 2007; Kelton, 2007;

    Berge 2008). Therefore, a number of colleges and universities have made

    use of the opportunities offered by Second Life, and built campuses,

    learning exhibits or educational simulations in Second Life (Kelton, 2007;

    Berge 2008).

    It is claimed that many educational opportunities are offered by Second

    Life to its users. For example, Second Life conducts educational

    conferences in-world which residents can attend. Also it offers students a

    number of educational opportunities such as being able to explore their

    artistic skills, collaborate with peers or other people, interact with people

    from other cultures and countries, role play or simulate real life situations

    (Silva, 2008; Berge, 2008; Mc Arthur, 2009), and create objects or content

    (Kay, 2007).

    Because of these educational opportunities as well as being able to

    encourage experiential learning (Silva, 2008), and presentations (Kay,

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    2007), teachers also benefit from Second Life. They can use these

    activities to enhance their teaching and the learning activities that students

    engage in. For example, Silva (2008) has highlighted activities such as

    communicating with native speakers, collaborating in another language to

    create objects, participating in guided tours and role playing or simulating

    real life situations in-world as some of the ways in which the language

    classroom can make use of Second Life to benefit teaching and learning.

    These positive reviews encourage people to use and participate fully in

    virtual worlds and experience fulfilment in their activities and events.

    Concerns about Second Life

    In spite of all these benefits, some concerns associated with Second Life

    have been expressed by researchers. Some writers such as Berge (2008)

    and Bennett (2008) have expressed concern about the use of Second Life

    to live out peoples fantasies and a second life. Other concerns include

    Second Lifes constraints such the ability and ease in using the Second

    Life interface by students and other users (Silva, 2008; Berge, 2008).

    Another concern which can create a barrier and prevent access to Second

    Life is the high technical system requirements and demands of the Second

    Life software on users computers (Silva, 2008). If a persons computer

    does not meet the necessary requirements this may hamper their ability to

    participate fully in the virtual world.

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    Being subjected to griefing (harassment or indecent behaviour in Second

    Life) (Silva, 2008), pranks and spam (Berge, 2008), and how to deal with

    these are concerns Second Life users, especially students, should be

    made aware of, before they venture into Second Life. These concerns or

    barriers can impede residents effective use and enjoyment of the world.

    Residents full engagement and participation in the virtual world as well as

    their desires and self expression can also be affected. Thus residents of

    Second Life, as well as other people may have second thoughts about

    participating in the activities of the virtual world.

    Importance of Avatars

    The presence of the user of a virtual world is achieved through an avatar,

    which can be anything the user wishes, human or non-human (Lee &

    Kwon, 2008; Kanaev, 2007). De Andrade (2009:13) describes an avatar

    as a digital human representation, a projection of ones self in a virtual

    world and a persistent extension of the correspondent user, whose

    behaviours are executed in real time by a human being. A users avatar

    can be simple or elaborate depending on the desires of the user.

    In the virtual world, the user lives through the body of their avatar.

    Therefore, avatars play an exceptionally important role in a virtual

    environment. They enable their users to express themselves through their

    attire, physical characteristics and actions (Boberg et al, 2008; de

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    Andrade, 2009). Through their avatars, users can experiment without fear

    and adopt whatever personality or identity; real or imaginary they like (Lee

    & Kwon, 2008; Geser, 2007; Kanaev, 2007; McArthur, 2009) to present

    themselves to the other users in the virtual world. Another important role of

    avatars is to provide anonymity to the user of the virtual world, which

    according to Lee & Kwon (2008) supported by Davis, Murphy, Khazanchi,

    & Zigurs (2009) can be used by some users to express their real life

    fantasies or to obtain privacy.

    Avatars also enable their users to participate in different experiences in-

    world (Taylor, 2002; de Nood & Attema, 2006). For example depending on

    their interests, residents can attend a variety of educational and social

    functions such as conferences or parties; build or create things; trade and

    visit different countries or places of interest such as museums. Facilitating

    the users full engagement and participation in real-time communication

    and interaction with other users and the environment of the virtual world is

    another prominent purpose of avatars (de Nood & Attema, 2006). Thus the

    bodily physical characteristics as well as the attire of avatars play a major

    part in their visual appearance.

    Creation and Customization Process of Avatars

    The design of avatars is very important (Lee & Kwon, 2008) to the users of

    virtual worlds. A number of writers such as Silva (2008) and McArthur

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    (2009) explain the procedures a user follows in the creation and

    customization of their avatar. This process involves a series of steps,

    which are quite simple and easy but depending on the avatar that the user

    wishes to create it may become extremely complicated (Silva, 2008). A

    brief description of the process follows.

    When a user registers in Second Life, she or he must first choose a

    default avatar or starting look as indicated by Second Lifes join-in page.

    Users are presented with a number of default avatars of different

    characteristics such as ethnic background, body stature, and gender from

    which to choose their avatar (McAuthur, 2009). However, this choice does

    not have to be permanent since users can modify and personalize their

    avatars at any time or for any number of times they wish once they enter

    the Second Life world (SecondLife.com). The next step is to create a first

    name, which can be anything the user wishes and to select a last name

    which must be chosen from a given list of names (Silva, 2008; Becerra &

    Stutts, 2008; SecondLife.com). This name appears above the head of the

    avatar in Second Life.

    The customization of an avatar can involve changes in the avatars body,

    face, hair, clothing, gender (Silva, 2008) and any other feature the user

    desires by designing or buying the items needed by the user for

    customizing his/her avatar, or by using the Second Life customization

    tools (SecondLife.com). These tools include the users inventory, the

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    appearance editor and the menus which are part of Second Lifes

    interface, two of which are shown in Figure 1 (menus and users

    inventory).

    Figure 1: Second Life Interface (Source: Silva, 2008)

    Once the user is in-world, he or she has two options to get the appearance

    editor, shown in Figure 2, to customize his/her avatar the bar menu or

    the avatar. After right-clicking on the users avatar and choosing

    appearance from the pie-shaped menu, the appearance editor with basic

    options and settings for changing different physical features of the avatars

    appearance appears and the user can change any feature s/he desires

    (SecondLife.com). These changes can reflect any shape human or non-

    human which the user wishes at the time of customization. Figure 3 and 4

    illustrate some examples of avatars created in Second Life, human and

    non-human.

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    Figure 2: Appearance Editor of Second Life

    (Source: Postcard from Second Life SecondLife.com)

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    (Source: Postcards from Second Life Secondlife.com)

    Figure 3: Examples of human avatars created in Second Life

    (Source: http://second-life-millionaire.blogspot.com/2007/10/non-human-avatar-contest-picture-are.html; and http://images.google.co.uk/images?hl=en&um=1&q=second+life+animal+avatar+pictures&sa=N&start=18&ndsp=18)

    Figure 4: Examples of non-human avatars created in Second Life

    Issues in Avatar Design

    Research on how and why participants choose to design their avatars as

    they do is very limited. Some researchers have presented

    recommendations or design issues that should be considered when

    designing features of avatars based on background studies or research

    carried out with participants of virtual environments (Boberg, et al, 2008;

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    Benford et al, 1997). Other research has focused on avatar customization

    or design in game worlds and social worlds. Some research are based on

    the design choices and rationale of virtual world users or residents for

    designing their avatars in a particular way, while others are based on

    avatar appearance or the usefulness and usability of avatar system

    features (Ducheneaut et al, 2009; Kafai et al, 2007; McArthur 2009).

    These studies stress the importance of users perception of the

    appearance of their digital selves and the features afforded by the virtual

    world as major factors in user representation in a virtual environment. The

    findings of these studies will be highlighted and discussed in the sections

    which follow.

    Representation in Second Life

    The users digital body or avatar, as stated before is the representation of

    the user in the virtual world. According to Taylor (1999) people have at

    least two bodies the moment they enter a virtual world, a corporeal body

    and a digital body. These two bodies work together to create and live the

    users experiences in the virtual world. Therefore avatars need to have the

    appropriate body image to enable users to effectively represent

    themselves (Benford et al, 1997) and to present themselves to others in

    the virtual world.

    Body Image

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    Body image is the way a person feels about their physical appearance

    (Lyness, 2009) and is based on what the society they live in consider as

    normal physical appearance (Ingenious/NMSI, 2003). According to

    Becerra & Stutts (2008:5) body image is as important in the virtual world

    as it is in the real world because virtual worlds are social networking

    places and, thus social acceptance is desired.

    Peoples bodies are used to express their desires and convey meaning

    and desirable images to others (Vicdan & Ulusoy, 2008). In real life,

    peoples corporeal bodies are the means by which they communicate

    information about different aspects of their lives such as their feelings,

    location, identity, status, availability and activities; their participation in

    different activities and their interaction with other people (Benford et al,

    1997; Taylor, 1999). Like the human body, the digital body enables its

    user to communicate information in cyberspace (Taylor, 1999). Therefore

    the self-image presented by individuals is reflected in the avatar which

    they create to represent them in the virtual world (Messinger et al, 2008).

    Taylor (2002:41) emphasises this in noting that in virtual worlds, avatars

    prove to be the material out of which relationshipsand interactions are embodied: much as in offline lifewith its corporeal bodies, digital bodies are used in avariety of ways to greet, to play, to signal groupaffiliation, to convey opinions or feelings, and tocreate closeness. ...bodies ...make us present toourselves and to others.

    Therefore, it is important for users of virtual worlds to have avatars that

    portray the images they desire.

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    Self Presentation

    Johnson (2000:64) defines self presentation as the process by which we

    try to shape what others think of us and what we think of ourselves.

    Johnson explains that when people present themselves to others they

    have two motives: namely, strategic self-presentation and self-verification.

    Of interest in this present research is self-verification, which according to

    Johnson (2000:65) is the desire to have others perceive us as we

    genuinely perceive ourselves.

    In real life most people are concerned and conscious of the way they look

    in the eyes of others or the society (Fox, 1997; Ingenious, 2003) as this

    determines their acceptance by others (Johnson, 2000). Therefore they

    aim to present images representing how they think of themselves so

    others will have certain desired impressions of them (Johnson, 2000). It

    seems that self presentation is also a major concern in virtual worlds, and

    like in the real world, users of virtual worlds need to create desired

    impressions of themselves to other users (Boberg et al, 2008). Therefore

    users of virtual worlds instil qualities in their avatars that they think will

    portray certain images and foster interaction with others. This is supported

    by Lee & Kwon (2008:462-463) who indicate that self-disclosure, a

    concept related to self presentation is the basic activity in building a self in

    cyberspace... and an important occasion that triggers interaction with

    other people in cyberspace.

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    Therefore in presenting themselves to others in virtual worlds users

    present desired images of themselves by modifying their avatars (Becerra

    & Stutts, 2008). However, although it may be somewhat difficult and/or

    expensive to change some physical aspects of ones appearance that one

    is not happy with in the real world, in the virtual world it is quite easy.

    Therefore, a person can change any aspect of their physical appearance

    to present themselves as they desire to other users of the virtual world.

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    Avatar Design

    In their investigations of avatar design, Boberg, et al. (2008) explored

    aspects in designing avatars that are important to users and provided a list

    of considerations that designers can use in avatar design. Their

    considerations included how avatars look, what avatars can do, avatars in

    context, number of avatars that can be created, avatar moderation, who

    owns the avatar and planning avatar designs. They believe that the

    design choices available to users for the customization of their avatars are

    important in order for users to choose how to express themselves to

    reveal their own or imagined identity in the virtual environment. They also

    concentrated on how avatar creation tools can be designed and what kind

    of tools should be provided to enhance the experience of users in virtual

    worlds.

    Although their research provides useful information for avatar and virtual

    world designers, these considerations may not all apply to all virtual worlds

    since some virtual worlds such as Second Life, do not restrict their users

    in the avatars they create. Also some virtual worlds have a range of tools

    that users can use for designing their avatars. For example in Second Life,

    in spite of the difficulties one may experience, users can create the items

    they need for designing their avatars if they are not able to obtain them

    from in-world shops or their inventory.

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    Other researchers such as Ducheneaut et al (2009) have also focused on

    the use of the customization tools of virtual worlds. One of the issues

    evaluated in their research of three virtual worlds (World of Warcraft,

    Maple Story and Second Life) was the character creation and

    customization interface of these worlds. They report that the ease in the

    use of the interface and the features provided by the virtual world are

    significant since they enable the users to create and customize their

    avatars. Consequently, the designers of a virtual world should ensure that

    the necessary tools and features needed for avatar customization are

    available and easily accessible to users since this determines the users

    ability to present and express themselves satisfactorily to themselves and

    others in-world (Boberg et al, 2008).

    Reasons for Creating Avatars

    Research in avatar customization in Second Life and other virtual worlds

    indicate that people customize or personalize their avatars because of

    various reasons. Among these are the interests or personalities the user

    wishes to portray to the rest of the world, enhancing the appearance and

    characteristics of users or including features that they do not have in real

    life but would like to have (Becerra & Stutts, 2008; Lee & Kwon, 2008;

    Geser, 2007). Other reasons cited for avatar customization include the

    usefulness or functionality of avatars in the virtual world (Backe, 2006;

    Kafai et al, 2007; Lee & Kwon, 2008). For example, avatars can be

    customized to create disguise or anonymity by choosing fantasy

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    When users customize their avatars in Second Life they can give them

    certain unique attributes (Taylor, 1999) and attire (Davis et al, 2009)

    created either by the user using the available tools in Second Life,

    purchased from in-world shops or other users, or received as gifts from

    other avatars (Hemp, 2006). These attributes help to distinguish one

    avatar from the other. For example avatars may have different colour hair,

    simple or sophisticated attires, or different body styles (tall, short, thin)

    (Becerra & Stutts, 2008).

    It is important for users to create and later customize their avatars to their

    perceived form of representation in the digital world since the users

    appearance determines who will communicate or associate with them, as

    well as how they will be treated in-world. For example, keeping the default

    avatar without making any changes to it will make residents of the virtual

    world think that you are a newcomer to the world and some residents may

    treat you as a newbie. According to Dutcheneaut et al, (2009:1) the

    choices users make when creating and later when customizing their

    avatars will have repercussions on their interactions with other users.

    Thus the design decisions made by users when creating and customizing

    their avatars can influence how they express themselves and interact with

    other in-world users. Lee and Kwon (2008:462), note that successful

    avatar design depends on the well organised integration of avatar props to

    improve the users self image and satisfaction.

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    Research has indicated that the relationship between the appearance of a

    users digital and corporeal self varies depending on the users purposes

    for creating the avatar or participating in the virtual world. In their research

    Ducheneaut et al (2009) evaluated the relationship between the

    characteristics of the users digital and corporal self using users from three

    virtual worlds including Second Life. The results of the research indicated

    that avatars were customized based on not only the options and features

    offered in the interface of the virtual world but also on the users

    preferences of how they envisaged the appearance of their avatars.

    In virtual worlds, many users tend to create avatars that have some

    resemblance to their physical appearance, although sometimes some

    features may vary slightly. In the study conducted by de Nood and Attema

    (2006) the results indicated that people tend to create avatars with

    characteristics, such as stature, clothing and behaviour that are very

    similar to theirs. They note that this was particularly prevalent among

    reputable individuals of higher status.

    Likewise, Messinger et al, (2008) report that the results of a survey of

    Second Life residents indicated that most residents customize their

    avatars with similar physical features as their real selves but with some

    improvements on their real-life appearance. Similarly, the results of the

    first part of an investigation carried out by Vasalou et al (2007) concerning

    self awareness of users in social computing environments, indicated that

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    users were more likely to customize their avatars to bear close

    resemblance to their physical appearance. Although these findings are

    similar to that of other writers, the results could have been more

    convincing and valid if all raters in the study had used the same criteria or

    cues to assess the similarities between the photographs and profiles of the

    participants.

    However, it should be noted that not all users want their avatars to look

    exactly like them. Since users of virtual worlds have the freedom to create

    their avatars in whatever form they want some users use this opportunity

    to explore different body images (Geser, 2006). Thus while some avatars

    look similar to their users, others can look totally different. For instance, in

    the study by Kafai et al (2007) on how teens in Whyville design their

    avatars most of the teens revealed that the avatars which they created to

    represent them were not like them. Likewise Ducheneaut et al (2009),

    reported that in their study, although some participants created their

    avatars with similar traits as theirs, several participants created avatars

    that looked different to them.

    Conclusions

    For most of these studies the authors relied on self reports of the

    participants and small sample sizes for the collection of data. However,

    their conclusions indicate participants preferences in using the

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    1. How do students design their avatars in Second Life and what

    factors influence their decisions?

    2. What relationships exist between students' appearance and the

    physical characteristics of their avatars?

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    in order to understand it (Yin, 2009). Robson (2002:178) describes a case

    study as:

    a strategy for doing research which involves anempirical investigation of a particular contemporaryphenomenon within its real life context using multiplesources of evidence.

    It has been stressed by a number of researchers that case study, although

    it can be used as a method, is a research methodology involving multiple

    research methods such as observations, questionnaires, interviews,

    artefacts and documentary evidence and is endowed with a number of

    strengths (Yin, 2009; Stake, 1995; Willig, 2001). In comparison with other

    methodologies, the great strength of case study is that it enables the

    researcher to deal with a variety of evidence from different sources for the

    in-depth study of a particular case in its natural setting (Bell, 2005; Yin,

    2004; Willig, 2001). Therefore a holistic approach was taken in studying

    this case to obtain the most possible comprehensive understanding of the

    case (Punch, 2005) through a process known as thick description which

    according to Creswell (2009), facilitates validity since detailed descriptions

    of the site, results and processes engaged in during the study are

    provided.

    The use of a variety of methods also facilitated triangulation which is using

    a number of techniques and sources for data collection and analysis,

    thereby enhancing credibility (Robson, 2002; Maxwell, 2005) and

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    addressing issues of construct validity (Yin, 2009). In this research the use

    of a variety of data collection methods enabled the researcher to validate

    the evidence obtained from one method, for example focus group, with

    details from another method such as documents (avatar photographs).

    According to Willig (2001:71), triangulation enriches case study research

    because the researcher can study the case from different perspectives

    thus, creating a greater awareness of the importance of the natural setting

    of the case and its various aspects. In support is Yin (2009) who explains

    that data triangulation enables the researcher to show that the same issue

    is being assessed in different ways and the findings of the study is

    supported by evidence from different sources.

    Although some critics of case study have categorised it as being good only

    as an exploratory strategy, to be used as a first step in research, Yin

    (2009:6) argues that some of the best and most famous case studies

    have been explanatory and there are also famous descriptive case

    studies ...in major disciplines such as sociology and political science.

    Since case studies encourage in-depth study of the case, they are useful

    for exploring, describing and explaining issues or problems affecting

    individuals as well as groups. Unlike quantitative methodologies of

    research such as surveys which focus on obtaining answers for how

    much or how many questions, case studies seek to obtain descriptive

    and explanatory information about a case, by finding answers to how or

    why events or issues occur (Yin, 2009). The use of the case study

    strategy enabled the researcher to explore and describe the MA-DTCE

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    students experiences in Second Life in the creation and customization of

    their avatars in a particular way.

    One of the major criticisms of case study research and the greatest

    concern of case study researchers is that in spite of case studies being a

    type of empirical inquiry they do not have the same precedence as

    experiments and surveys since they lack rigor (Yin, 2009; Robson, 2002).

    This, Yin (2009) explains may be due to case study researchers

    inconsistencies and slackness in conducting research and the lack of

    methodological texts providing guidance, and specific procedures or

    standards to follow in conducting case study research. Therefore to

    ensure that a rigorous case study was conducted the researcher ensured

    that close attention was paid to aspects of design, data collection,

    analysis, interpretation; and reporting (Robson, 2002:177).

    Another major concern to qualitative researchers is the notion that case

    studies cannot be used as a basis for scientific inferences since it is

    claimed that a single case is not enough evidence for making

    generalisations. However, Stake (1995), like Punch (2005) and Yin (2009)

    argue that generalisations can be made in case study research depending

    on the case. Stake (1995) distinguishes between petite and grand

    generalisations and stresses that in studying a case the researchers aim

    is to get to know and understand the case. He stresses that case study

    research is about particularization and that in studying a case

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    TABLE 1: Demographics of Participants

    PARTICIPANT GENDER AGE

    1 M 40

    2 M 28

    3 M 28

    4 M 27

    5 F 39

    6 F 32

    7 F 29

    8 F 26

    9 F 26

    10 F 26

    11 F 26

    12 F 23

    Data Collection Methods

    The collection of data, an integral part of case study research can be done

    using either qualitative or quantitative, methods or a combination of both

    (Willig, 2001). The methods selected are determined by the nature of the

    information needed for answering the studys research questions (Yin,

    2004). Therefore since the studys aim was to obtain information about

    students experiences in and reasons for the creation and customization of

    their avatars individual interviews, focus groups and photographs were

    employed for data collection, thus only qualitative data was obtained.

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    Photographs

    Photographs are considered primary documents and are precise records

    of real events, places or people. They provide specific information with

    qualifying and contextual relationships (Collier & Collier, 1986:10). They

    can be used as a data source or as a tool in semi-structured interviews to

    generate data (Flick, 2006). When used in interviews, they provide a

    means of refreshing peoples memories or create a neutral environment

    during the interviewing process. In a group photographs stimulate and

    encourage people to talk about the photographs and to each other,

    exchange ideas and ask questions (Flick, 2006; Banks, 2001). According

    to Creswell (2009), the use of photographs can be both advantageous and

    disadvantageous.

    Although photographs have the ability to capture the attention of people

    and create the means for participants to directly share their life stories

    visually to provide a wealth of data for the researcher, they are difficult to

    interpret. Also they may not be easily accessible and may be manipulated

    or influenced by the researcher or participant. Flick (2006) warns that this

    can raise questions of bias in this data collection and analysis method.

    However, the researcher can engage in self reflection to clarify any biases

    in order to ensure validity or dependability of the research (Creswell,

    2009).

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    Each respondent was requested to email a photograph of their avatar to

    the researcher. These photographs were printed and used as a tool in the

    interviews and focus groups. They were introduced at an opportune time

    to stimulate and encourage participants to discuss the photographs and

    their experiences in creating and customizing their avatars. They were

    also used as a source of data to assist in the verification of data from the

    focus groups and interviews.

    Focus Groups

    According to Barbour & Kitzinger (1999:4), focus groups are group

    discussions exploring a specific set of issues. They vary from informal to

    structured, and can be used alone or in combination with other methods

    (Kitzinger, 1995). Participants are engaged in discussion generated by

    specific activities such as, a set of questions or pictures. Focus groups

    were selected as a data collection method since it was more suitable to

    obtain in-depth information concerning students thoughts about the

    creation/customization of their avatars in Second Life their reasoning

    about how and why things were done in a certain way (Bell, 2005).

    Focus groups have a number of advantages. Their main advantage over

    individual or group interviews is the interaction of participants in the group

    which helps in the generation of data (Vanderstoep & Johnson, 2009).

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    Participants are encouraged to ask questions of each other as well as

    comment on the contribution or experiences of each other and the

    discussion topic (Babour, & Kitzinger, 1999) to generate rich data. An

    interesting point noted by Cohen, Manion, & Morrison (2007) is that

    although focus groups produce a large amount of data in a short period of

    time, compared to individual interviews with the same number of

    participants, the amount of data they produce is less. In spite of their

    advantages, there are limitations which include problems in group

    communication such as having outspoken people with contrary views who

    can limit the contributions of others or silence less assertive members

    (Bell, 2005). However, the onus is on the moderator to ensure that

    everyone can contribute to the discussion.

    In order to formulate the focus groups students were invited to indicate

    their availability. Based on the information obtained students were placed

    into two equal groups of five and the remaining students would be

    interviewed individually. However, because of time constraints and

    unforeseen commitments some participants were unable to participate in

    their assigned groups. Therefore one focus group had six participants

    while the other had three. The groups consisted of both male and female

    students but the proportion of male to female students is not reflective of

    the population being studied. The focus groups were conducted in

    classrooms at the University of Manchester at different times. The

    researcher guided and recorded the discussions. The first focus group

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    lasted for fifty-eight (58) minutes while the second lasted sixty-five (65)

    minutes.

    Interviews

    The interview is described as a conversation between two people devised

    to obtain information about peoples experiences, thoughts, ideas and

    opinions (Robson, 2002; Radnor, 2001). Having many advantages and

    being one of the most commonly used techniques for data collection

    interviews provide participants with an avenue to discuss their

    interpretations and express their views of their lived experiences (Robson,

    2002). Another advantage is that interviews can handle more difficult and

    open-ended questions better than questionnaires and is a very flexible

    method of data collection. A significant aspect according to Bell (2005) is

    the fact that data produced is of a detail and richness difficult to obtain in

    any other way.

    However, Robson (2002), supported by Bell (2005) warns that interviewing

    requires careful preparation, much patience and considerable practise in

    order to be rewarding and worthwhile. Among the major disadvantages

    are being prone to bias and subjectivity on the part of the interviewer; and

    problems in the analyses of responses being time consuming, which

    makes it difficult to interview a large research sample (Bell, 2005).

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    There are different kinds of interviews ranging from structured to

    unstructured. Since this was a limited-time research (Bell, 2005), a semi-

    structured interview was used. It gave the researcher the opportunity to

    modify the questions, change their order or give explanations, and add or

    remove questions during the interview (Robson, 2002). Another reason for

    their use was their ability to elicit rich information about students

    experiences, thoughts, ideas and opinions relating to the issue being

    investigated (Radnor, 2001).

    Individual face-to-face interviews were conducted with four participants,

    each at different dates and times. The interviews were conducted by the

    researcher in a classroom at the university and the three lasted for

    eighteen (18), twenty-one (21) and twenty-five (25) minutes respectively.

    Questions from the interview guide along with probes were asked of

    participants, and depending on their answers some questions were

    omitted.

    The same guide was used for the focus groups and individual interviews.

    The assistance of four students was solicited for piloting the guide to

    ensure clarity of questions (Bell, 2005). This was done informally in two

    stages. After the first pilot the suggested changes were made and the

    guide was again piloted. The guide contained ten open-ended questions

    about avatar design and appearance which gave participants the freedom

    to express their views at length about each question (Bell, 2005)

    concerning their experiences in the customization of their avatars in

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    Second Life. Also the guide enabled the researcher to have some control

    of the interviews. A sample of the guide along with possible probes is

    shown in Appendix A.

    Before data collection started participants were fully informed about the

    purpose, features and use of the results of the study, and their permission

    to participate was sought through a presentation and letters via e-mail.

    Before the interviews or focus group sessions began participants were

    reminded of their rights, assured of confidentiality and their permission

    was sought to record the sessions. Participants were also presented with

    an information sheet and the consent form. The information sheet

    contained information about the area to be researched and offered the

    participant confidentiality and anonymity, and an option to participate in

    the study, which are important ethical considerations in conducting

    research (Bell, 2005). They were allowed time to read the information

    presented and to consider the implications of participating in the study

    before signing the consent forms to show agreement. A sample of the

    information sheet and consent form is included in Appendix B and C

    respectively.

    Data Analysis Methods

    Thematic and content analysis were used for analysing data in this

    research. According to Boyatzis (1998:4) thematic analysis is a process

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    for coding qualitative information into themes to help researchers interpret

    the data. It provided a means for the researcher to use different types of

    information to help her understand and interpret the experiences of

    students and to communicate these findings to others (Coffey & Atkinson,

    1996; Boyatzis, 1998). Although it is advocated by many, researchers

    should be aware of threats such as the researchers projection, sampling,

    and mood and style (Boyatzis, 1998) and try to ensure that the themes

    identified truly reflect the views of the participants. In order to do this and

    also to ensure accuracy of the findings, the researcher used member

    checking, where participants were presented with the analysis of the data

    and the conclusions drawn, and asked to provide feedback on their

    accuracy (Creswell, 2009; Maxwell, 2005).

    Analysis of Interviews and Focus Groups

    The recordings of the interviews and focus groups were transcribed

    verbatim. According to Cohen et al (2007:365) transcribing is an important

    part of interview analysis but there is potential for massive data loss,

    distortion and the reduction of complexity. They further state that all forms

    of data are important when transcribing since the words of participants are

    not as forceful in the transcripts as they were during the interview.

    Therefore the researcher ensured that everything which occurred during

    the interview including the participants verbal and non-verbal gestures

    and actions, were indicated in the transcripts.

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    Limitations

    In this study there are several limitations which should be taken into

    consideration. First the researcher, being part of the group under

    investigation could incur biasness through her presence during the

    interviews or focus groups and also influence the results of the study

    because of her familiarity with the participants. Secondly, the researcher

    depended on the availability of students and their willingness to participate

    in the research, which resulted in differences in the focus groups and a

    much smaller sample being interviewed than planned. Thirdly, the

    participants of this research had been residents of Second Life for a very

    short period of time and were hardly in-world. Also of major importance is

    the fact that this study was based on a small sample of students and does

    not generalise to any population other than the one which was studied but

    merely explored the issue in question.

    Ethical Issues

    In conducting research ethical issues arise because of the rights and

    responsibilities that link participants and researchers and also because of

    their interaction (Kvale, 2007) and they must be taken into consideration.

    Ethical issues were considered and applied throughout all stages of this

    research process, from the initial planning through data collection to the

    presentation of the research report. They include:

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    a commitment from participants in order for the researcher to

    conduct the study by signing a participant consent form;

    accepting responsibility by the researcher to maintain confidentiality

    and the right to privacy throughout the data collection process;

    the honest explanation of what the research involves and its

    purpose to avoid deception or enforcing participation;

    the assurance of anonymity by disguising the identity of participants

    and refraining from using their names;

    possession of a certain degree of professionalism by the

    researcher;

    obtaining the voluntary, informed consent of participants;

    respecting the rights of participants and the research site;

    ensuring that no harm comes to respondents as a result of their

    participation in the study; and

    providing an accurate account of the information presented after

    analysis and interpretation of data. (Creswell, 2009; Robson, 2002;

    Flick, 2006).

    The findings of this research are presented and discussed in the following

    chapter.

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    CHAPTER FOUR

    RESEARCH FINDINGS

    Introduction

    The purpose of this study was to understand and describe students

    decisions in the creation and customization of their avatars in Second Life

    and to examine and compare the physical characteristics of these

    students with that of their avatars in order to determine whether any

    similarities and/or differences existed between the real and digital selves

    of the students. In this chapter the findings of the research will be

    presented and discussed.

    As stated earlier, data was collected from the MA-DTCE students of the

    University of Manchester using semi-structured interviews, focus groups,

    and photographs of their avatars. The findings from the interviews and

    focus groups are presented below, and are discussed under the following

    themes:

    Representation

    Resources

    However, the findings from the photographs of participants avatars are

    presented and discussed according to their visual and implied contents in

    relation to the appearance of the avatar.

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    Interviews and Focus groups

    Theme 1: Representation

    This theme expresses how the MA-DTCE students of the University of

    Manchester chose to participate in the activities of Second Life and why a

    particular avatar was chosen. The theme comprises the following

    categories and sub-categories:

    Category 1: Choice of Avatar Image

    This category was chosen based on the reasons why avatars were

    created and customized to look a particular way, and why specific

    names were chosen. The thought processes of students while

    creating and customizing their avatars are highlighted in this

    category. It illustrates participants reasons for their choice of a

    particular image based on their beliefs, values, feelings, interests

    and preferences.

    Category 2: Appearance of Avatar

    The appearance of the avatar focused on how participants wanted

    their avatars to look based on the physical characteristics such as

    colour of hair, eyes, and skin; body size or figure; and age as well

    as overall look such as the avatars attractiveness and attire.

    Based on the comments made during the focus group discussions and

    interviews, having a particular look that conveyed their status, identity or

    interests seemed to be of importance to participants. The majority of

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    participants explained that they tried to create avatars that resembled

    them in some way. From the discussions in both the focus groups and

    individual interviews, it seemed that participants had a certain perception

    of how they should be represented in the virtual world, and therefore

    having an avatar with some characteristics that were similar to their real

    selves was important to them. For example one participant stated that:

    I was choosing deliberately because I wanted some feature that looked

    like me. Yes, because I wanted to identify, not to be attached, but to

    identify at least with someone that resembles me.

    This indicated that having an avatar with a similar image to him was a very

    important aspect in the customization of his representation in Second Life.

    He also indicated that the looks of his avatar would signify a particular

    image in the virtual world by saying:

    I wanted to look respectable so that I represent someone who is sound in

    character, sharp in appearance and presentable in general.

    Another participant explained why she believed in having an avatar with

    similar characteristics to her by saying:

    I tried to put from the beginning some features of me. Yeah, and in the

    end I can say... yes... somethings related to me! I was just thinking that if I

    can find a way to make myavatar quite similar to me... maybe in that way

    I could identify myself better in my avatar and the experiences that I could

    try would be more engaging for me, more involving... My aim was to

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    create a sort of extension of myself, which could communicate something

    about me to the people I was going to meet. I didn't want to have an

    avatar completely different from me, rather the opposite. I wanted to make

    it at least a bit similar to me, since I consider it as my representative in the

    Second Life world.

    Similar sentiments were expressed by five (5) other participants but one

    participant expressed her intentions and beliefs further by saying:

    I wanted... to make my avatar look like I look in real life...for me its

    important to have a representative of me that looks like me because some

    people identify me with the avatar. When people would see me in this

    Second Life environment they would think that Im like this so I dont want

    to be different.

    In expressing their reasons why they designed their avatars in a particular

    way some participants indicated their feelings about being new comers in

    Second Life. One participant expressed her concerns by saying:

    I read somewhere that mostly all new avatars when they join Second Life

    for the first time they choose specific dress thats why I wanted to avoid

    choosing the already made dress, because the other avatars would feel

    like its the first time Im going there.

    This indicated clearly that she did not want to be recognised as a newbie

    in the virtual world.

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    Among the other reasons given by participants for the choice of their

    avatars image include being able to do things in Second Life that they did

    not do in their real life; being unique, honest, simple and anonymous;

    portraying a particular status, age or ethnicity; and cultural or personal

    values. These reasons all reflect the participants wish to portray aspects

    of their real selves in their avatars. One participant expressed her desire to

    be different from other people by stating:

    My aim was to look unique... I didnt want to be in Second Life and see

    somebody else looking like me. No, I want to look unique and just to be

    satisfied with my look....to look more... attractive like I would always love

    to be in real life, first impression really matters.

    The choice of their avatars name seemed to be an important aspect of

    participants representation in Second Life based on their comments and

    the methods used in the selection of their avatars names. Some

    participants expressed concern about the method in which last names

    were chosen for their avatars. For example, one participant explained that:

    The second name was by force. We had to select the second name so I

    had to select a first name that matches the second one... It was very

    difficult for me but I had no other option.

    This concern was also expressed by other participants with one participant

    expressing strong feelings about the restrictions imposed by Second Life

    for choosing users names by saying:

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    In fact, I was upset... when I couldnt choose the last name... cause I was

    saying I want to choose what surname I have... I was concerned about

    that.

    Although participants choice of names varied, most participants seemed

    to favour names that they could remember or pronounce easily. Also of

    importance to participants was the combination of the first and last names

    of their avatars. It seemed that for most participants having first and last

    names that matched was very important. One participant showed the

    reasoning used in their choice of names by saying:

    I wanted an easy name that everyone could understand... so I chose

    something very simple and very easy to say and matched it with the

    second.... Whatever was matching better I chose it.

    Another participant further explained the motive for choosing particular

    names by stating that:

    For the first name I choose my pet name because I am used to it and I

    can remember it and for the last name I choose one I can read and easy

    to say and remember.

    Other participants shared similar views relating to the ease of

    pronouncing, remembering and the matching of their avatars first and last

    names.

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    A few participants mentioned information relating to humour, associations

    with other people or things, interests, habitual practices or their beliefs as

    reasons for the choice of their avatars names indicating that the name

    chosen for their avatar mattered a great deal to them. For example, one

    participant shared the origin of her name in stating:

    I wanted to be funny, so I chose a name of a food which was very funny

    to me... When anybody hears the name I want them to laugh....for my

    surname I chose something I thought that matched with my first name.

    Another participant felt that it was important for his avatar to have his

    name because of the avatars purpose by saying:

    I used my name for my avatar... my first name... it should represent me

    exactly so I used my name.....for the last name it gave me some options

    so I chose one, the one I choose was the easiest to remember.

    However, another participant followed her habitual practices because she

    felt that using ones name was important to identify with ones avatar. She

    indicated that:

    Usually in the digital world... I always use my real name,... the first name

    it is my name. I chose my first name because I always do like that.

    It was noted that in discussing their efforts to create attractive looking

    avatars, participants concentrated on customizing certain physical

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    changed to the black hair because I felt I was more like myself with black

    hair.

    The motivation to create attractive looking avatars was expressed by the

    majority of the participants. Having an attractive avatar seemed to be

    important to most participants based on their comments and the time

    spent in customizing their avatars. For example one participant said:

    Originally I tried to make my avatar look more like me but after I saw so

    many hot girls dancing in a pub I decided to change my avatars

    appearance to look hot, so I changed the outer look of my avatar.I spent

    most of my time when I was in Second Life in changing my avatars looks.

    I only wanted to make my avatar look good. That was my only purpose,

    just to make her look good and to wear the clothes that Im not

    accustomed to wearing in my real life.

    Another participant expressed her concerns about her avatars looks by

    saying:

    Something Id love to do in Second Life is to look in a particular way. I

    would have loved to look more skimpy, more sexy, but I look more

    formal... I would have loved to look like somebody going to a disco party.

    Because I designed this avatar for an assignment, when I was doing this

    time was a very important factor. Time did not allow me to design it the

    way I wanted to design it.

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    Theme 2: Resources

    This theme involved the use of resources available in the virtual world, as

    well as participants real life resources which would enable them to

    customize their avatars as they wished. This was categorized as

    Skills and knowledge which involved participants use of the

    available tools and interface of Second Life, the ease and their

    ability in using these facilities as well as the difficulties encountered.

    Participants knowledge of and/or ability in the creation and

    customization of avatars, as well as information about where and

    how to obtain items needed for avatar customization were also

    highlighted in this category.

    Availability of resources for customizing the avatar. This included

    items such as money (Real money and Linden dollars), clothing

    and body features (hair, skin colour, types of lips), needed for the

    customization of the avatar, and the time available for creating and

    customizing the avatar.

    In describing their experiences concerning the creation and customization

    of their avatars, most participants expressed concerns about the use of

    the Second Life tools and interface. Participants comments highlighted

    the difficulties they experienced and the amount of time spent in

    customizing their avatars. For example one participant said:

    I dont know how to make it look like the appearance I want... because I

    wasnt sure how to customize it. I didnt know how to change the clothes. I

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    found two clothes, changed these two clothes and I couldnt do anything. I

    found it hard. I was asking myself, how people change to these beautiful

    clothes? How could I do that too? But I didnt know how to do it. I played

    and used the tool (inventory) to find the clothes but I couldnt change from

    trouser to skirt and I couldnt find another one. I just found one and if I

    needed more I couldnt find it. Its a bit complicated.

    It appears that this was of major concern to six other participants who

    were of the opinion that, being able to use the tools had a great impact on

    the type of avatar they had. One participant said:

    I wanted to change the clothes, but I couldnt. I didnt want the tie and

    thing that it had on but I couldnt change it. I was also trying to put hair on

    but it was not working so I gave up on that... After trying to change up stuff

    and it was not working I just had to accept it.

    This illustrated his frustrations and failure in trying to customize his avatar

    as he wanted.

    More importantly the comments made by participants in the discussions

    indicate that a considerable number of participants seem to think that

    technical knowledge and skills, and/or experience in the creation and

    customization of avatars are an important asset that would enable one to

    create the type of avatars they wanted. For example one participants

    comments were:

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    How good you are with technical things... if you have done it before, and

    if you have experience, you would know what choices you have, you

    would want to change more, but if you are not familiar with it you will say

    its ok.

    Another participant supported this sentiment and expressed her views

    concerning her frustrations in the customization of her avatar by saying:

    I tried to customize my look but that was very difficult for me. I tried to

    change my clothes and everything but I was still getting similar type of

    clothes. I kept having similar image that was quite frustrating. I had a

    picture in my mind of the way I wanted to look but I could not get to look

    that way... Im not sure. It may be due to technical knowhow or I was not

    well informed.

    Avatar Photographs

    The avatar photographs, which were presented by the participants, were

    used along with participants demographic data to make comparisons

    between the participants and their avatars. The avatar photographs of

    participants are presented in Appendix D, except for two photographs

    which were unsuitable or unavailable. Analysis of the avatar photographs

    indicated that most of them portray images as described by participants in

    the focus groups and individual interviews. Table 2, 3 and 4 show the

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    results of the comparisons of some physical characteristics of participants

    real selves and their avatars.

    Table 2: Participants Gender and Age in Comparisonwith that of their Avatars

    PARTICIPANT AVATAR

    No GENDER AGE GENDER AGE

    1 MALE 40 MALE Younger than participant

    2 MALE 28 MALE About participants age

    3 MALE 28 MALE About participants age

    4 MALE 27 MALE Younger than participant

    5 FEMALE 39 FEMALE About participants age

    6 FEMALE 32 FEMALE About participants age

    7 FEMALE 29 FEMALE Did not present picture

    8 FEMALE 27 FEMALE About participants age

    9 FEMALE 26 FEMALE About participants age

    10 FEMALE 26 FEMALE About participants age

    11 FEMALE 26 FEMALE Did not present picture

    12 FEMALE 23 FEMALE About participants age

    Table 2 shows the gender and age distribution of avatars in comparison to

    that of the participants. The results indicate that all participants created

    avatars of their own gender. From the discussions during the focus groups

    and individual interviews no participant indicated that they tried to create

    avatars of the opposite gender. Although virtual worlds allow their users to

    experiment with any physical characteristics, including gender, the findings

    of this study indicate that participants were not interested in experimenting

    with gender swapping or creating avatars of the opposite sex to theirs.

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    The table also indicate that most participants created avatars that looked

    about their age. This was more evident with the younger participants.

    There was no mention of trying to create older looking avatars during the

    discussions in the focus groups or individual interviews. Thus the results

    indicate that the avatars created by participants reflected the

    characteristics of idealized body images.

    Table 3: Participants Ethnicity and Complexion inComparison with that of their Avatars

    No. PARTICIPANT AVATAR

    ETHNICITY COMPLEXION COMPLEXION1 Black Dark brown Same as participant2 Black Light brown White/Fair 3 White Fair/light brown Same as participant4 Asian Light brown Same as participant5 White Light brown Dark brown6 Black Dark brown White/fai