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Why do gamers buy 'virtual assets'? An insight in to the psychology behind purchase behaviour
The present study investigated the phenomenon of buying 'virtual assets' for game avatars. Virtual Assets are items that are bought with real-world money for an avatar in-game. Weapons, items, pets, mounts and skin customisations are the most popular examples. Using a qualitative methodology - in this case Interpretative phenomenological analysis (IPA) - six gamers that regularly bought in - game assets were interviewed. IPA was chosen because of its emphasis on lived experience, and each participant had subjective experiences of gaming and purchase behaviour. Of particular focus in this study were the superordinate themes of motivations for purchase behaviour, the resulting psychological impact on the gamer, the social benefits of gaming and virtual asset purchasing, emotional attachment, self-expression through the avatar, impulsivity versus thoughtfulness in purchase intention, and the impact of a transaction machinery on the 'game experience'. Motivations that were found to be of particular importance were item exclusivity, function, social appeal, and collectability. It was found that virtual items enable the gamer to express themselves, feel real satisfaction, and build lasting friendships. Essentially, virtual assets and gaming mostly had a very positive impact on the participantâs psychological wellbeing. Implications for gamers and games production companies are considered
The Neurological Traces of Look-Alike Avatars
We designed an observational study where participants (n = 17) were exposed
to pictures and look-alike avatars pictures of themselves, a familiar friend or an
unfamiliar person. By measuring participantsâ brain activity with electroencephalography
(EEG), we found face-recognition event related potentials (ERPs) in the visual cortex,
around 200â250 ms, to be prominent for the different familiarity levels. A less positive
component was found for self-recognized pictures (P200) than pictures of others,
showing similar effects in both real faces and look-alike avatars. A rapid adaptation in
the same component was found when comparing the neural processing of avatar faces
vs. real faces, as if avatars in general were assimilated as real face representations
over time. ERP results also showed that in the case of the self-avatar, the P200
component correlated with more complex conscious encodings of self-representation,
i.e., the difference in voltage in the P200 between the self-avatar and the self-picture
was reduced in participants that felt the avatar looked like them. This study is put into
context within the literature of self-recognition and face recognition in the visual cortex.
Additionally, the implications of these results on look-alike avatars are discussed both
for future virtual reality (VR) and neuroscience studies
Valuing Virtual Worlds: The Role of Categorization in Technology Assessment
Virtual worlds offer great potential for supporting the collaborative work of geographically distributed teams. However, reports indicate the existence of substantial barriers to the acceptance and use of virtual worlds in business settings. In this paper, we explore how individuals' interpretations of virtual worlds influence their judgments of the value of the technology. We conducted a qualitative analysis set in the context of a large computer and software company that was in the process of adopting virtual worlds for distributed collaboration. We identified interpretations of virtual worlds that suggest three mental categories: virtual worlds as a medium, virtual worlds as a place, and virtual worlds as an extension of reality. We associated these mental categories with different criteria for assessing the value of virtual worlds in a business setting. This study contributes particularly to the acceptance of virtual worlds but also more generally to the understanding of technology acceptance by demonstrating that the relative importance of the criteria for assessing a technology varies with potential users' interpretations and mental categorizations
The neurological traces of look-alike avatars
We designed an observational study where participants (n = 17) were exposed to pictures and look-alike avatars pictures of themselves, a familiar friend or an unfamiliar person. By measuring participants' brain activity with electroencephalography (EEG), we found face-recognition event related potentials (ERPs) in the visual cortex, around 200-250 ms, to be prominent for the different familiarity levels. A less positive component was found for self-recognized pictures (P200) than pictures of others, showing similar effects in both real faces and look-alike avatars. A rapid adaptation in the same component was found when comparing the neural processing of avatar faces vs. real faces, as if avatars in general were assimilated as real face representations over time. ERP results also showed that in the case of the self-avatar, the P200 component correlated with more complex conscious encodings of self-representation, i.e., the difference in voltage in the P200 between the self-avatar and the self-picture was reduced in participants that felt the avatar looked like them. This study is put into context within the literature of self-recognition and face recognition in the visual cortex. Additionally, the implications of these results on look-alike avatars are discussed both for future virtual reality (VR) and neuroscience studies
Designing Personally Relevant Avatars for Digital Health Interventions: The Biocultural Perspective of Presence
Digital health interventions (DHIs) show great promise in empowering patients to take positive action toward their self-care by helping them with chronic disease self-management efforts. However, problematic user engagement with DHIs is a key issue preventing the full realization of DHI benefits. DHI design issues, such as lack of personal relevance, can negatively impact user engagement and consequently prevent patients from entering the empowerment process. The literature recognizes that avatars can be used to assimilate a self-concept during human-computer interaction and enhance personal relevance through self-presence. Yet, little is known about designing avatars to achieve self-presence in the context of digital health. This paper reports the results of a design science research study that explores key design elements that can facilitate a personal connection between users and technology by inducing self-presence through avatars. This study has implications for the theory-driven design of DHI to engage users with chronic conditions
Designing a visual component of communication within 3D avatar virtual worlds
Merged with duplicate record 10026.1/2600 on 08.20.2017 by CS (TIS)Over the last few years 3D avatar virtual worlds (AVW) have emerged on the Internet.
These are computer generated, multi-user, graphical spaces within which people meet,
form social groups and interact with each other in real time, typically through the
exchange of text or audio messages. Each user is represented within the space by a
digital image known as an avatar, which is usually humanoid in form, and is
predominantly under the control of the person it represents.
This thesisd escribesa creativep roject that is concernedw ith aspectso f social
communication between users of "Ws. In particular, an avatar is designed that is
capable of performing body language, and a set of useful gestures are implemented that
support aspects of social interaction and integrate with verbal discourse in a meaningful
way. In addition to this, a number of scenic properties are derived that enable better
comprehension of the non verbal communication, e. g. spatial arrangement, camera
position and lighting effects.
The research consists of a number of interrelated design activities which include
reviewing the literature on avatar design in order to locate goals and variety of the
project, therefore building on the on the work of others; a comparative review of three
popular 3D AVWs to explore the design problem; a study that aims to gain an
understanding of the social dynamics involved; the adaptation of a diagrammatic
technique for the purpose of modelling social interaction; the development of 2D and 3D prototype techniques exploring the application of the social interaction modelling
technique; a body of creative work developing ideas for conveying non verbal
communication and the appraisal of the effectiveness of this creative work.
The research contributes to the field of avatar design in a number of ways. Firstly, it
develops our understanding of social dynamics in virtual worlds. Secondly, it
postulates modes of non verbal communication for both individuals and social groups
that supports multi-participatory social discourse. Additionally, a number of useful
research techniques have been devised, such as a linear diagramming technique that can
be used to represent the structure of conversation thereby facilitating the exploration and
understanding of the dynamics of AVW social discourse.
The work is of interest to those working in the field of avatar and multi-user virtual
world design. It may also be of interest to anyone thinking of using an avatar virtual
world for the application of collaborative leaming, collaborative games and
conferencing
We Give Them the Most Important Thing Possible. We Give Their Dreary Lives Excitementâ: Toward a Theoretical Model of Narrative Parasocial Engagement
Video game narratives and characters are some of the most enjoyable and persuasive components of the video game industry. While narratives and character relationships within video games have been examined separately, there is no working model and little research attempting to bridge the connection between narratives and character relationships. This research combines Narrative Paradigm Theory and Parasocial Relationships to understand how narratives and character relationships influence each other in video game environments. This was done through rhetorical field methods, utilizing a focus group and narrative rhetorical analysis on the transcript of the focus group. Results provide a working model coined the Pyramid of Narrative Parasocial Engagement. This model explains how video game players can be rhetorically satisfied and thus persuaded through achieving different levels of video game engagement. The levels of the pyramid include Avatar Identification, Narrative Involvement, Parasocial Relationships, Community Engagement, and Rhetorical Satisfaction. A player must achieve the base level and work their way up the pyramid similar to Maslowâs Hierarchy of Needs. Results further indicate that the level a player achieves on the pyramid influences the level of narrative blending between their video game micro-narrative and their real-life grand narrative, and thus a higher influence to be persuaded in value, belief, or action to the video gameâs persuasive goal. This research implies that the Uses and Gratifications model of using media to satisfy needs may not be fully realized as the working model argues players use video games to reach a real community to engage with rather than being content with the narrative and parasocial relationships the game provides. Future research should test the Pyramid of Narrative Parasocial Engagement using other methodologies
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