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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