1. Introduction
Although virtual worlds have existed since the 1970s, they have grown increasingly prevalent during the last decade as a result of 3D modeling, rich visual design, and multimodal interaction capabilities. Popular types of virtual worlds for many years include MMORPGs such as
World of Warcraft and
Second Life. During the Covid-19 pandemic, Roblox, a sandbox game based on user-generated content, enabled access to the metaverse. Whether it's a concert in
Fortnite, a graduation ceremony in
Minecraft, or an academic conference at the
Animal Crossing Society, avatars serve as the entry point for humans into virtual environments. A common objective of avatar design in many virtual settings is to incorporate the real or intended traits of the user into the avatar, so enhancing the user's overall perception of the environment and engagement with it[
1]. Numerous digital media user interfaces now allow users to build and use personal avatars for participation in online environments. These avatars may be used for a multitude of reasons, including gaming, e-commerce, online education, and social networking. Users are afforded more latitude in the areas of self-expression and identity expression as a result of the ability of avatars to modify, manipulate, and personify their digital personas[
2]. By clicking, touching, or dragging the customizable choices in the avatar creation interface, users may alter many characteristics of their avatars, including bodily parts, facial features, clothes, and more, to produce new forms of online self-expression.
Avatar communication in social virtual spaces can stay anonymous and accommodate a variety of nonverbal expressions[
3]. Users can self-disclose in the virtual world to compensate for what they lack in the actual world, or they can show their genuine selves outside of social roles[
4,
5]. Numerous studies have demonstrated that allowing users to customize their avatars enhances player enjoyment, engagement, and presence[
6,
7,
8]. Moreover, the attractiveness of avatars impacts user loyalty[
2,
9]. The vast majority of research on avatars is focused on the virtual environment of entertainment games; therefore, multiplayer online social games are one of the virtual settings examined for tests in this study. The COVID-19 epidemic has led to a significant surge in telecommuting and distance learning. As web conferencing gadgets seem to be a pervasive communication tool in socially distant lives, "zoom fatigue" tales have spread rapidly[
10]. Major technology firms have started to build and grow online virtual meetings to increase the interactive experience of immersive virtual meetings. There is limited study on avatars in virtual conferences at now. Online virtual meeting is also another experimental virtual setting investigated in this research.
This study examines the processes involved in customizing avatars in various virtual environments. To explore and expand the potential value of avatars in identification, it is anticipated that customizing avatars in diverse virtual contexts will arouse the public self-consciousness to varying degrees. Users frequently use self-expression and identity to convey their self-concept through avatars[
11]. Personalization of avatars is thus a deliberate act of self-expression and definition. Self-similarity and avatar recognition may vary between different virtual environments for constructed avatars, and the expression of emotions when customizing an avatar may vary depending on the context.
This study utilized a between-subjects experimental design: group 1 customized avatars for multiplayer online social games on the same platform as group 2 customized avatars for work-study virtual meetings. We compared the avatar self-similarity, the manipulation duration of each design element, the public self-awareness and self-expression of the subjects during the avatar customization process, and the customized avatar identification in the two experimental groups.
These are the research questions on which we are focusing:
RQ1: When users use the same avatar customization platform to customize avatars for different virtual environments, will the avatar self-similarity be different?
RQ2: Does avatar self-similarity affect public self-consciousness and avatar identification?
RQ3: Do customized avatars express different emotions in different virtual contexts? Do design elements affect emotional expression?
The following are many unique contributions of this study: According to Trepte and Reinecke[
12], avatar similarities can improve computer game user experience. This impact is contingent on the amount of competitiveness in the game, with players choosing distinct avatars in competitive games and similar avatars in noncompetitive games. This research offers a fresh viewpoint on avatar customization in the context of social gaming and online meetings. Making an avatar look human-like may be accomplished in a variety of ways. Examples include hair and apparel that complement one another[
6]. However, the majority of experiments were conducted with 2D avatars, and the realistic or stylized appearance of the avatars impacted the study outcomes. This experiment employs three-dimensional experimental materials, and the design style of the avatar mixes realism and stylization. The disparities in avatar self-similarity in several virtual settings will pave the way for future study on the design of avatars suitable to numerous contexts.
Second, people in virtual worlds are hesitant to divulge their identities if their avatars appear realistic[
13,
14]. Based on this perspective, this study examines whether participants' public self-consciousness differs between formal, no-nonsense virtual environments and casual, liberal virtual environments, which may influence whether participants use avatars to disclose or present themselves. The behavior of customizing an avatar affects its recognition. Due to the varying identifiability of avatars, it may be necessary in the future to combine additional avatar-based characteristics as a requirement for user selection.
Third, Takano and Taka[
15] found that changes in facial features, such as facial position, contour, shape, and eyebrows, negatively affect avatar recognition. These aspects are difficult to alter in the real world. In contrast, hair parts that frequently transform in the real world are intrinsic to each individual's identity. We compared the avatars created in the two contexts to determine if the conclusions of prior studies had changed. Numerous studies have confirmed that human emotions can be expressed through cartoon characters[
16] or human-like avatars[
17], as well as through the gestures and facial expressions of the avatars[
18]. In the discussion of related work, we focus primarily on observing the differences in emotional expression when customizing avatars for different contexts and on determining whether avatar design elements effect emotional expression. Emotional expression improves the recognition of avatars. For creators of avatar customization platforms, the significance of design elements, the time required to repeat operations, and the emotional expression of the user will be crucial factors to consider.
2. Theoretical background and hypotheses
2.1. Subsection Avatar in virtual social environment
In prior research, scholars discovered that despite technical limitations, people prefer to be in control of their avatar design[
19]; avatar customization can make digital gaming experiences more enjoyable [
20] and people actually spend a great deal of time customizing their avatars to represent identity-related characteristics when interacting with others online[
21,
22,
23]. Researchers investigating this phenomenon have investigated how circumstances, present emotions, and the desire to impress might lead to the construction of different roles. In the virtual world, identities are more malleable and varied, and individuals have the possibility to having character experiences that are not attainable in real life[
24]. Vasalou and Joinson [
11]discovered that avatars on blogging sites correctly reflected the look, lifestyle, and tastes of their respective owners. Participants on dating and gaming platforms, on the other hand, highlighted other features of their avatars. Avatars used in games, for instance, tend to seem more powerful or intelligent, whilst those used in dating simulations tend to appear more appealing. This shows users' avatar choices rely on communication objectives and virtual environments[
11,
25,
26].
2.2. Subsection Avatar customization and similarity
Avatars are often defined as the interactive mediators between users and self-visual descriptions in virtual environments[
27]. Thus, avatars enable users to experiment with different identities in a virtual environment[
28]. Avatars may be pre-programmed stock pictures by professional developers or unique representations made by the users themselves utilizing in-built art tools[
29]. In recent years, a lot of progress has been made in terms of how much an avatar may be customized. Many virtual worlds enable members to utilize AI to produce avatars by capturing images. Participants may adjust the avatar's skin color, eye color, haircut, height, body type, clothes, accessories, and personality qualities. Users have the ability to create a self-image that is distinct in appearance and can be customized via the usage of these elements, which facilitates their participation in online social interactions [
30].
Research on avatars has indicated that individuals prefer personalized avatars that resemble them to represent themselves. Vasalou and Joinson discovered that users serve as the primary source of inspiration for personalized avatars[
11]. As a result, users consider their avatars to be similar to themselves, despite the fact that the avatar development criteria might vary. Ratan and Dawson[
23] have pointed out that users interact with self-similar avatars on both the psychological and the physical level, and that users identify themselves via the process of avatar development. Vasalou et al. showed that when participants used self-similar avatars, performance on individual and team tasks increased, and interaction with avatars increased[
31]. There has been data to suggest that avatars’ similarity to individuals also improves virtual team performance and increases positive social connections among team members, and avatars with high self-similarity may lead to more focused attention and thus may improve impact. Positive attitude for virtual action [
32].
Multiplayer online social games (MOSG) and virtual meetings for academic and professional purposes (VM) are the two virtual contexts for our experiments, and the self-similarity of avatars created in these two virtual contexts may differ. Hence, we hypothesize:
H1a: Customized avatars in the context of MOSG have lower self-similarity.
H1b: Customized avatars in the context of VM have higher self-similarity.
2.3. The effect of public self-consciousness on avatar self-similarity
Avatars are representations of people in virtual environments and may impact how other users view them [
33]. Markus and Nurius were the ones who initially presented the idea of the potential self. People are impacted by social roles and signals, and they have a desire to express themselves; their behavior is affected by the circumstances in which they find themselves. They define possible selves as a kind of self-knowledge that is concerned with how a person views their own potential and the future[
34]. They offer conceptual linkages between cognition and motivation, incentives for future conduct, and spaces for individuals to analyze their present self-perceptions. Possible selves are formed using people's previous experiences and their envisioned futures[
34].
The capacity to shift one's attention from the environment to oneself and back again is an essential component of self-awareness[
35]. People's attention is constantly drawn inward or outward, and public and private self-consciousness is a process of self-focus[
36]. The idea of self-consciousness may be separated into two categories, private and public, according to current study results. A person's private thoughts, feelings, and recollections are all instances of components of the self that are often concealed from others who are unfamiliar with the individual. That is the definition of "private self." [
37,
38]. Paying attention to inner thoughts and sensations is private self-consciousness. The phrase "I care passionately about the way I show myself" is an example of the public self-consciousness factor. This component is described as the general awareness of the self as a social object that has effect on others[
36]. Exposure to self-similar avatars, which may be made to resemble users, may have the same effects as mirrors and may promote public self-awareness. This is due to the fact that avatars may be created to resemble users[
31]. Hence, we hypothesize:
H2a: Avatar self-similarity has a negative impact on self- self-consciousness in the context of MOSG.
H2b: Avatar self-similarity has a positive effect on self- self-consciousness in the context of VM.
2.4. Self-expression
Studies have found that individuals report greater self-disclosure in the presence of less realistic avatars, feel like they're not speaking with real-life people, and experience less social anxiety and appraisal anxiety in interpersonal encounters[
13]. Self-disclosure may be affected by the kind of interactive environment in which an avatar chooses to engage. In addition, research has shown that individuals who role-play using their avatars, in particular, prefer to interact in written form rather than via voice. This is done so that they may conceal hints about their real identities. The boundary that separates the real world from the virtual world is sometimes referred to in a metaphorical sense as a “magic circle”. By using the safety that the magic circle provides, role players are able to become deeper engaged in their roles without having any effect on their actual age, gender, or inner sentiments[
37].
Goffman[
38] asserts that self-presentation is a theatrical or performative metaphor in which social roles play a role in interpersonal interactions. People have to adapt their behavior to fit the context of the settings they find themselves in on a daily basis, which requires them to be aware of their appearance and to take cues from their environment. People deliberately control their appearance to maximize their capacity to attain social objectives. When avatars are used for self-presentation in a digital context, it influences how individuals choose or customize avatars[
2]. Two aspects of self-expression are self-disclosure and self-presentation. In various virtual environments, users' avatars reflect varying degrees of self-expression awareness. Some people will choose avatars that correctly reflect one element of themselves but falsely represent another. Occasionally, this may be an option, but occasionally it is not. Some digital contexts make it harder to express a person's true identity due to social conventions[
39]. Hence, we hypothesize:
H3: Avatar self-similarity has a stronger positive impact on self-disclosure awareness in the context of MOSG.
H4: Avatar self-similarity has a stronger positive impact on self-presentation awareness in the context of VM.
2.5. Emotional expression and avatar identification
Emotion is the most significant factor in the realm of human interface design. Emotional expression has been evaluated in several ways, including emotion and speech in written language[
40,
41]; facial expressions[
42], body posture, gestures[
16], and physical activity[
43] in visual language. Natural human communication consists of voice, facial emotions, bodily postures, and gestures. Research in cognitive psychology suggests that intrinsic internal appearance enhances human sense of homogenous species and emotion recognition[
44].
According to the theory known as the Proteus effect, the user's behavior will adhere to the updated self-representation independent of the user's actual physical self[
45,
46]. Avatars of appearance[
32], gender[
47], race[
48], or sexuality[
49] alter self-perception, attitudes toward others, and behavior, according to research conducted using the Proteus effect paradigm. Avatar identification influences social behavior in virtual worlds. A higher level of avatar identification facilitates social interaction in virtual environments[
31,
50,
51]. Through self-awareness and self-presence, the visual similarity between players and avatars facilitates their self-disclosure[
14]. Individuals who create avatars that are more appealing than themselves are more sociable[
52]. Avatar identification influences gamers in numerous ways, including satisfaction, loyalty, motivation, and playtime[
6,
9,
51,
53,
54].
Prior research has uncovered three unique avatar identification strategies: similarity identification, embodiment identification, and wishful identification. Similarity identification refers to the extent to which gamers think that their avatars are modeled like them in some way. Embodied identification refers to the degree to which a player feels that they are inhabiting the role of a character they are playing in a video game. Wishful identification refers to the degree to which a player's in-game avatar resembles their idealized version of themselves. Therefore, the degree to which these identities correspond to one another is directly proportional to the degree of overlap that exists between one's actual and ideal selves, as well as between their bodily and emotional experiences[
55]. Based on the above theory, we hypothesize:
H5: Self-disclosure awareness has a stronger positive impact on avatar wishful identification in the context of MOSG.
H6: Self-presentation awareness has a stronger positive impact on avatar similarity identification in the context of VM.
Users often use avatars to represent their ideal selves[
21,
52], while maintaining the aspects of their real identities that are most important to them[
21]. The position, contour, form, and eyebrows of facial features tend to have a negative correlation with avatar identification since it is difficult to modify these traits in real life. As a result, facial feature-related design elements tend to have a negative correlation with avatar identification. On the other hand, each identity was shown to have a positive correlation with hair parts that could be readily changed in the actual world[
15]. Hence, we hypothesize:
H7a: When customizing avatars in both virtual environments, those design elements that could easily be changed in real life were manipulated for longer periods of time.
H7b: When customizing avatars in both virtual environments, those design elements that could easily be changed in real life were more important.
2.6. Summary
Figure 1 depicts the research framework and underlying hypotheses. The majority of study hypotheses that H1-H3 and H5-H6 represent novel perspectives in the scientific literature. Despite the fact that H4A-H4b and H7 have been the subject of prior research, they are necessary for the purpose of this study. This framework contributes to the field of knowledge on avatar customization by comparing the self-similarity of avatar customization outcomes in two different virtual contexts and the influence of virtual contexts on avatar customization behaviors.
3. Materials and methods
3.1. Experimental Design
This study used a 2 (gender) x 2 (context) between-subjects experimental design. One hundred undergraduate students and six graduate students (M=35, F=71) participated in this experiment. Participants were randomly assigned to two groups with equal proportions of males and females. We were intrigued as to whether the self-similarity of customized avatars in various virtual situations for people of different genders varied, so we also included gender as a variable. The two groups were assigned different experimental tasks. In order to reduce interference, the experimental task was administered to the two groups in separate rooms.
Before beginning the experiment, participants were asked to view a brief instructional video of the task. The video includes the procedure for utilizing the avatar customization platform as well as the requirements for experimental tasks. Group 1(N=52, M=17, F=35) was asked to create an avatar of their own on a 3D avatar creation platform for a specific context, i.e. for a multiplayer online social game (MOSG). Group 2(N=54, M=18, F=36) was asked to create an avatar of their own on the same 3D avatar creation platform for a specific context, i.e. virtual meetings for academic and professional purposes (VM).
Participants in both experimental groups were required to carefully experience and perceive the experimental environment. In the description video, we mentioned "Imagine what kind of avatar you would use in such a virtual environment." Participants were told that the length of time they spent manipulating each design element would be recorded while customizing the avatar. After completing the avatar customization, participants were asked to fill out a questionnaire. After signing the informed consent form, watching the introductory video, and learning how the avatar customization platform worked, people in both groups were asked to finish customizing their avatars within 15 minutes.
3.2. Avatar Custom Platform
For this study, "Ready Player Me" served as the experimental platform. Ready Player Me is a 3D avatar cross-application platform. As the metaverse is constructed, digital identities may become a crucial component, allowing users to represent themselves in virtual spaces with greater flexibility. With Ready Player Me, anyone can generate a personalized 3D avatar in mere seconds by taking a selfie or selecting from a variety of features, including physical characteristics, clothing, accessories, and NFTs owned. After creating an avatar in Ready Player Me, users can download a GLB file that can be used on multiple AR/VR platforms to interact with applications such as online multiplayer games, social networking, and online meetings.
Reasons for selecting the Ready Player Me platform: First, the custom avatar is simple and straightforward to use. Participants can take a photo to generate an initial avatar or select from a variety of initial avatars before clicking to add design elements. Customizing an avatar is possible on computers and other mobile devices. Second, there are extensive customization options for the avatar.
Figure 2 depicts the interface for configuring the avatar's skin color, eye color, face shape, facial features, hairstyle, makeup, clothing, and accessories. These are essential components for assessing self-similarity. Thirdly, the avatar style in this instance is neutral; that is, it falls somewhere between hyperrealism and stylization. This avoids the uncanny valley effect and concerns regarding stylistic preferences[
32].
3.3. Measurements
3.3.1. Self-similarity measurement
Avatar self-similarity was assessed on a standard scale under eight situations. We referenced and modified the experimental scale developed by Rahill & Sebrechts[
7]. The features that were selected were picked because of the completeness and the simplicity with which they allowed for comparisons of similarities and differences between avatars and participants. The maximum potential similarity score is 15 (15 = perfect match). Research has demonstrated that individuals utilize gender and skin color as two significant components of their avatar identification[
56]. As a result, gender and skin color are given the most weight in the system, which amounts to 3 points each. Eye color, face shape, and facial characteristics are the factors with the second greatest weighting, each receiving 2 points. The variables with the lowest weighting are hair color, cosmetics, and clothes, each receiving 1 point.
3.3.2. Avatar design elements measurement
After the experiment, participants answered two questions about design elements in the questionnaire, based on the records in the experiment. Using the records from the experiment, participants answered two questions in the questionnaire about the significance and length of design elements. On a 5-point Likert scale, the questions address every design element of the experiment.
3.3.3. Perception factors measurements
For all measures of custom avatar behavior, variables were evaluated using a modified version of a previously validated multi-item scale. Changes have been made to the language to ensure that they are suitable to virtual environments. Throughout the procedure, the five-point Likert Scale was utilized.
We used three of the items on the Fenigstein[
36] Public Self-Consciousness Scale to measure participants' public self-consciousness while customizing their avatars in the assigned virtual environment. We added a short sentence expressing the status to each item, such as “When I customize my avatar for MOSG/VM, I usually aware of my appearance”. Public self-consciousness seems to be of interest to us since it is believed to be related to avatar self-similarity.
The questions we used to measure self-expression were referenced and adapted from Hooi & Cho[
14] and Kim[
57]. There are two variables in this question, self-disclosure and self-presentation. We add keywords to each question, such as "I want to use this avatar...", "This avatar shows..." Languages like this can help subjects recall how they felt during the process of avatar customization just now.
Similarity identification and Wishful identification were the two forms of head identification that we tested. In order to generate questionnaire items for each head recognition, the first three-factor loaders from the original scale were extracted and used [
55]. The phrase "while playing the game" has been replaced with "while costuming the avatar" in the question.
3.3.4. Emotion expression measurements
To investigate subjects' emotions when customizing their avatars, we used Izard's defined emotional states for emotion classification: ‘‘anger’’, ‘‘disgust’’, ‘‘fear’’, ‘‘guilt’’, ‘‘interest’’, ‘‘joy’’, ‘‘sadness’’ (‘‘distress’’), ‘‘shame’’, and ‘‘surprise’’[
57]. In the questionnaire, subjects were asked to choose at least one emotion expressed by the customized avatar.
6. Conclusions
This research shows that users perceive an upcoming virtual environment before customizing their avatar on a third-party platform. Even if the avatars are customized on the same platform, the visual similarity between the avatar and the user will vary based on the difference in the user's perception of the virtual environment. The virtual environment will affect users' public self-consciousness. In a more relaxed and comfortable virtual social environment, users have lower public self-consciousness and higher self-disclosure awareness, and are more likely to customize their ideal or fantasy avatars. The low self-similarity of these avatars reflects that each design element of custom avatars should be more diverse and less restrictive. In a more formal and serious virtual social environment, users have a higher public self-consciousness, exhibit a higher awareness of self-presentation, and are more likely to customize avatars that are similar to or can introduce themselves. These avatars have a greater degree of self-similarity and require less time to select certain design elements, such as gender, skin color, etc. Choosing to manipulate hairstyles, clothes, and other elements that can easily be changed in the real world takes more time, reflecting the importance of these elements. Although emotional expression will be affected by the environment, using avatars as an interactive medium in the virtual world, the emotions expressed by users when customizing avatars are positive, and avatars can reduce social anxiety to a certain extent. Everyone can use avatars to represent their various virtual identities in future virtual interactions. The first step for a user to experience virtual interaction is to experience avatar identification in a custom avatar. The customizability and visual effects of avatars may also affect user preferences.
Author Contributions
Conceptualization, S.W. and Y.P.; methodology, S.W.; software, S.W.and Z.D.; validation, S.W., formal analysis, S.W. and L.X.; investigation, S.W.; resources, S.W.; data curation, S.W. and L.X.; writing—original draft preparation, S.W.; writing—review and editing, S.W. and L.X; visualization, S.W.; supervision, Y.P.; project administration, S.W.; funding acquisition, S.W.. All authors have read and agreed to the published version of the manuscript.