12 research outputs found

    Why Do I Fall for the Elf, When I Am No Orc Myself? The Implications of Virtual Avatars in Digital Communication

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    Various recent research on online avatars debated their authenticity in terms of representing the individuals that manage them. Seemingly users would construct an enhanced or idealized presence of themselves online, yet fail to realize that others also do so when seeking information of other users through their avatars. This phenomenon becomes even more curious inside online video game spaces, since video game avatars are already expected to be unrelated with their players but are still seen as sources of information about them. This study approaches the issue as a communication problem and tries to explain the process through Berger’s Uncertainty Reduction Theory (URT). Merging URT with various other nonverbal and visual communication approaches, it is debated how video game avatars – seemingly unrelated or arbitrarily related entitites with their users – become information sources about them. Additionally to elaborate further on the process, the relationship between self and avatars is also analyzed. To create this link, semiotic theories of Saussure and Lacan were expanded and a new approach was proposed. Saussure’s signification process and Lacan’s chains of signification were adapted into digital avatars to define an on-going feedback loop between the video game avatars and the self

    Re-shaped by Mobile Technologies\u27 Disruption: The Videogame Industry in Turkey

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    In this study, we investigate the business disruption effects of mobile technologies for the videogame industry in Turkey. Previous research shows that before mobile gaming became prevalent globally, the Turkish videogame industry was extremely small and lacked any success stories for either console or PC platforms. The rise in mobile and the so-called “casual” gaming gave the local industry a competitive advantage on a global scale. To capture the nuances of this disruptive transition, we performed structured interviews with gaming industry experts and analyzed prominent discussion forums for primary and secondary data collections, respectively. We especially focused on answering the following questions: (1) how prepared were Turkish videogame development companies in handling the mobile disruptive change; (2) what kind of transformations they experienced in their business plans and practices as a result; (3) how the disruption affected the way they viewed their customer base; and finally (4) what future disruptions they expect in their industry

    Re-shaped by mobile technologies' disruption: the videogame industry in Turkey

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    In this study, we investigate the business disruption effects of mobile technologies for the videogame industry in Turkey. Previous research shows that before mobile gaming became prevalent globally, the Turkish videogame industry was extremely small and lacked any success stories for either console or PC platforms. The rise in mobile and the so-called “casual” gaming gave the local industry a competitive advantage on a global scale. To capture the nuances of this disruptive transition, we performed structured interviews with gaming industry experts and analyzed prominent discussion forums for primary and secondary data collections, respectively. We especially focused on answering the following questions: (1) how prepared were Turkish videogame development companies in handling the mobile disruptive change; (2) what kind of transformations they experienced in their business plans and practices as a result; (3) how the disruption affected the way they viewed their customer base; and finally (4) what future disruptions they expect in their industry

    Identifying regional trends in avatar customization

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    Since virtual identities such as social media profiles and avatars have become a common venue for self-expression, it has become important to consider the ways in which existing systems embed the values of their designers. In order to design virtual identity systems that reflect the needs and preferences of diverse users, understanding how the virtual identity construction differs between groups is important. This paper presents a new methodology that leverages deep learning and differential clustering for comparative analysis of profile images, with a case study of almost 100 000 avatars from a large online community using a popular avatar creation platform. We use novelty discovery to segment the avatars, then cluster avatars by region to identify visual trends among low-and high-novelty avatars. We find that avatar customization correlates with increased social activity, and we are able to identify distinct visual trends among the U.S.-region and Japan-region profiles. Among these trends, realistic, idealistic, and creative self-representation can be distinguished. We observe that the realistic self-expression mirrors regional demographics, idealistic self-expression reflects shared mass-media tropes, and creative self-expression propagates within the communities

    Contours of Virtual Enfreakment in Fighting Game Characters

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    Characters in fighting videogames1 such as Street Fighter V and Tekken7 typically reveal a phenomenon that we define as virtual enfreakment: their bodies, costumes, and fighting styles are exaggerated (1) in a manner that emphasizes perceived exoticism and (2) to enable them to be easily visually and conceptually distinguishable from one another. Here, using both quantitative and qualitative methods, including crowd-sourced surveys and analyses of game mechanics, we report on the contours of virtual enfreakment in those games. We specifically examine differences in character design across gender, national-origin, and skin-color lines. Disappointingly but not surprisingly, we find racism and sexism manifest as stark differences in character design by gender and skin color. This has strong implications because taking on the roles of these characters can have impacts on users in the physical world, e.g., performance and engagement, behavior, and understandings of others (Lim and Harrell 2015; ƞengĂŒn 2015; Yee et al. 2012, ƞengĂŒn et al. 2022a; Harrell and Veeragoudar Harrell 2012; Kao and Harrell 2015; ƞengĂŒn 2014; Kocur et al. 2020). Although the differences are not always straightforward, female characters and darker-skinned characters (typically, characters of color) are enfreaked differently than their light-skinned male counterparts. Our results also reveal the strategic use of “unknown” as a country of origin for villainous characters. Through our mixed-methods analysis, we examine in detail how virtual enfreakment is influenced by sexism and racism, and our findings are compatible with information about the development history of the Street Fighter and Tekken franchises. However, we also find that recent characters designed in dialogue with developers from their regions of origin are some of the least enfreaked and most positively portrayed—suggesting the possibility of designing and deploying such characters for implementing anti-bias character designs within popular videos

    Silent Hill 2 and the Curious Case of Invisible Agency

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    This paper outlines the concept of agency in interactive narratives and focuses on the video game Silent Hill 2 as a successful example that defies the very concept. In what ways agency was deemed as an essential part in interactive narratives and narrative video games are summarized. Then the method of agency in Silent Hill 2 is proposed as an alternative to our familiar understanding of the concept agency and is entitled as invisible agency

    Ludic Voyeurism and Passive Spectatorship in Gone Home and Other ‘Walking Simulators\u27

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    Walking simulator video games are a comparatively new genre comprising those games that offer little to no ludic interactivity and agency to their players other than moving through virtual spaces to discover fragments of narratives that may or may not form a coherent story. To understand this genre better, this study focuses on its emergence, relation to the medium in general, and possible engagement appeal for its players. Walking simulator video games construct passive spectatorship roles for their players contrary to more action-centered video games, limit their ludic agency, recount past events rather than offering simultaneous storytelling, and utilize tabula rasa main characters. Derived from the definitions of voyeurism in film and theatre, the concept of ludic voyeurism is further defined to explain the kinds of pleasure a passive spectatorship role can offer to video game players

    Through the Looking Glass: The Role of Virtual Mirrors in Shaping Empathy in Virtual Reality Perspective Taking

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    In this study, we explored the effect of seeing one’s avatar in a virtual mirror during a virtual reality (VR) perspective taking experience. Participants were divided into two groups, with one experiencing the VR environment with the presence of a mirror showcasing their avatar and the other without. Results revealed that the sense of presence was comparable across both groups. However, a notable difference emerged in terms of empathy; participants who viewed their avatars in the mirror exhibited reduced empathic responses. These findings illuminate the nuanced dynamics of self-representation in virtual environments, suggesting that inducing self-awareness through a virtual mirror in VR might have unintended emotional consequences

    Do Players Communicate Differently Depending on the Champion Played? Exploring the Proteus effect in League of Legends

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    We investigate how the Proteus effect, which is players changing their way of communication based on characters with which they play, is associated with players’ champion usage in the popular online game League of Legends, where champions are the characters that the players control. First, we create two sets of variables: (a) objective champion characteristics based on information from the game developer, which we further enrich by semiotic coding, and (b) subjective champion characteristics based on crowdsourced opinions about the champions. Then, we analyze 13.6 million in-game chat messages to measure whether the players’ vocality (character counts of messages), valence (negative versus positive scores of language use), and toxicity (frequency of toxic word usage) change depending on the characteristics of the champions they employ. We find that champions’ body type, role, and gender are associated with players’ higher vocality, toxicity, and negative valence. We also find that the players’ communication significantly changes in toxicity and valence when they play using different champions. We discuss our methodology and results in detail and propose design directions and other implications based on them

    Can Unhappy Pictures Enhance the Effect of Personas? A User Experiment

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    There has been little research into whether a persona\u27s picture should portray a happy or unhappy individual. We report a user experiment with 235 participants, testing the effects of happy and unhappy image styles on user perceptions, engagement, and personality traits attributed to personas using a mixed-methods analysis. Results indicate that the participant\u27s perceptions of the persona\u27s realism and pain point severity increase with the use of unhappy pictures. In contrast, personas with happy pictures are perceived as more extroverted, agreeable, open, conscientious, and emotionally stable. The participants’ proposed design ideas for the personas scored more lexical empathy scores for happy personas. There were also significant perception changes along with the gender and ethnic lines regarding both empathy and perceptions of pain points. Implications are the facial expression in the persona profile can affect the perceptions of those employing the personas. Therefore, persona designers should align facial expressions with the task for which the personas will be employed. Generally, unhappy images emphasize realism and pain point severity, and happy images invoke positive perceptions
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