Towards Inclusive Avatars: A Study on Self-Representation in Virtual Environments
Resumo
Avatars, digital representations of users in virtual environments, play a central role online, especially in the emerging context of the Metaverse. The customization of avatars provides individuals with the capability to craft personalized depictions, yet the process of self-representation is intricately influenced by various factors, encompassing identity, self-expression, and contextual considerations. However, there are gaps in research on the inclusive representation of avatars. This study investigates self-representation through avatars in virtual environments. We collected data through an online questionnaire with 133 participants. The findings are promising and underscore the need to make avatars more inclusive and representative, promoting diversity in virtual environments.
Palavras-chave:
Avatar, Self-representation, Avatar Customization, Vulnerable Identities, Inclusive Avatars
Referências
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Beltran, K., Rowland, C., Hashemi, N., Nguyen, A., Harrison, L., Engle, S. J., and Yuksel, B. F. (2023). Using a virtual workplace environment to reduce implicit gender bias. International Journal of Human–Computer Interaction, 39(3):529–545.
Carrasco, R., Baker, S., Waycott, J., and Vetere, F. (2017). Negotiating stereotypes of older adults through avatars. In Proceedings of the 29th Australian conference on computer-human interaction, pages 218–227.
Chen, X., Zou, D., Xie, H., and Wang, F. L. (2023). Metaverse in education: Contributors, cooperations, and research themes. IEEE Transactions on Learning Technologies.
Giddens, A. (1991). Modernity and self-identity: Self and society in the late modern age. Stanford university press.
Hatfield, H. R., Ahn, S. J., Klein, M., and Nowak, K. L. (2022). Confronting whiteness through virtual humans: a review of 20 years of research in prejudice and racial bias using virtual environments. Journal of Computer-Mediated Communication, 27(6):zmac016.
Hepperle, D., Purps, C. F., Deuchler, J., and Wolfel, M. (2022). Aspects of visual avatar appearance: self-representation, display type, and uncanny valley. The visual computer, 38(4):1227–1244.
Iantorno, M. and Consalvo, M. (2023). Background checks: Disentangling class, race, and gender in crpg character creators. Games and Culture, page 15554120221150342.
Kosciesza, A. J. (2023). Doing gender in game spaces: Transgender and non-binary players’ gender signaling strategies in online games. New Media & Society, page 14614448231168107.
Kvale, S. and Brinkmann, S. (2009). Interviews: Learning the craft of qualitative research interviewing. sage.
Leary, M. R. and Tangney, J. P. (2011). Handbook of self and identity. Guilford Press.
Lee, H.-W., Chang, K., Uhm, J.-P., and Owiro, E. (2023). How avatar identification affects enjoyment in the metaverse: The roles of avatar customization and social engagement. Cyberpsychology, Behavior, and Social Networking, 26(4):255–262.
Lee, L.-H., Braud, T., Zhou, P., Wang, L., Xu, D., Lin, Z., Kumar, A., Bermejo, C., and Hui, P. (2021). All one needs to know about metaverse: A complete survey on technological singularity, virtual ecosystem, and research agenda. arXiv preprint arXiv:2110.05352.
Lee, Y.-H., Xiao, M., and Wells, R. H. (2018). The effects of avatars’ age on older adults’ self-disclosure and trust. Cyberpsychology, Behavior, and Social Networking, 21(3):173–178.
Leitao, C. F. and Prates, R. O. (2017). A aplicação de métodos qualitativos em computação. Jornadas de Atualização em Informática, 2017:43–90.
Levitt, H. M. (2019). A psychosocial genealogy of lgbtq+ gender: An empirically based theory of gender and gender identity cultures. Psychology of Women Quarterly, 43(3):275–297.
Lin, H. and Wang, H. (2014). Avatar creation in virtual worlds: Behaviors and motivations. Computers in Human Behavior, 34:213–218.
Beltran, K., Rowland, C., Hashemi, N., Nguyen, A., Harrison, L., Engle, S. J., and Yuksel, B. F. (2023). Using a virtual workplace environment to reduce implicit gender bias. International Journal of Human–Computer Interaction, 39(3):529–545.
Carrasco, R., Baker, S., Waycott, J., and Vetere, F. (2017). Negotiating stereotypes of older adults through avatars. In Proceedings of the 29th Australian conference on computer-human interaction, pages 218–227.
Chen, X., Zou, D., Xie, H., and Wang, F. L. (2023). Metaverse in education: Contributors, cooperations, and research themes. IEEE Transactions on Learning Technologies.
Giddens, A. (1991). Modernity and self-identity: Self and society in the late modern age. Stanford university press.
Hatfield, H. R., Ahn, S. J., Klein, M., and Nowak, K. L. (2022). Confronting whiteness through virtual humans: a review of 20 years of research in prejudice and racial bias using virtual environments. Journal of Computer-Mediated Communication, 27(6):zmac016.
Hepperle, D., Purps, C. F., Deuchler, J., and Wolfel, M. (2022). Aspects of visual avatar appearance: self-representation, display type, and uncanny valley. The visual computer, 38(4):1227–1244.
Iantorno, M. and Consalvo, M. (2023). Background checks: Disentangling class, race, and gender in crpg character creators. Games and Culture, page 15554120221150342.
Kosciesza, A. J. (2023). Doing gender in game spaces: Transgender and non-binary players’ gender signaling strategies in online games. New Media & Society, page 14614448231168107.
Kvale, S. and Brinkmann, S. (2009). Interviews: Learning the craft of qualitative research interviewing. sage.
Leary, M. R. and Tangney, J. P. (2011). Handbook of self and identity. Guilford Press.
Lee, H.-W., Chang, K., Uhm, J.-P., and Owiro, E. (2023). How avatar identification affects enjoyment in the metaverse: The roles of avatar customization and social engagement. Cyberpsychology, Behavior, and Social Networking, 26(4):255–262.
Lee, L.-H., Braud, T., Zhou, P., Wang, L., Xu, D., Lin, Z., Kumar, A., Bermejo, C., and Hui, P. (2021). All one needs to know about metaverse: A complete survey on technological singularity, virtual ecosystem, and research agenda. arXiv preprint arXiv:2110.05352.
Lee, Y.-H., Xiao, M., and Wells, R. H. (2018). The effects of avatars’ age on older adults’ self-disclosure and trust. Cyberpsychology, Behavior, and Social Networking, 21(3):173–178.
Leitao, C. F. and Prates, R. O. (2017). A aplicação de métodos qualitativos em computação. Jornadas de Atualização em Informática, 2017:43–90.
Levitt, H. M. (2019). A psychosocial genealogy of lgbtq+ gender: An empirically based theory of gender and gender identity cultures. Psychology of Women Quarterly, 43(3):275–297.
Lin, H. and Wang, H. (2014). Avatar creation in virtual worlds: Behaviors and motivations. Computers in Human Behavior, 34:213–218.
Publicado
29/04/2024
Como Citar
RIBEIRO, Ailton; AROUCA, Murilo Guerreiro; AMORIM, Ana Maria; PESTANA, Maria Clara; VIEIRA, Vaninha.
Towards Inclusive Avatars: A Study on Self-Representation in Virtual Environments. In: SIMPÓSIO BRASILEIRO DE SISTEMAS COLABORATIVOS (SBSC), 19. , 2024, Salvador/BA.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2024
.
p. 13-27.
ISSN 2326-2842.
DOI: https://doi.org/10.5753/sbsc.2024.238056.