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THE (NOT SO) 
SECRET 
LIFE OF 
AVATARS 
Interaction Lab 
(#ixlab) 
ND Bowman 
Ohio University 
6 October 2014
The (Not So) Secret Life of Avatars 
1954: BEFORE THE AVATAR
PARA-SOCIAL INTERACTION 
• Media provides the “illusion of 
face-to-face relationships with 
the performer”… 
• …that is “one-sided, non-dialectical, 
and controlled by 
the performer” Walter Cronkite, the most 
Trusted man in America.
PARA-SOCIAL INTERACTION 
• The relationship can 
– Make content more 
enjoyable 
– Let us explore new 
relationships 
– Provide feelings of 
importance, acceptance
PARA-SOCIAL INTERACTION 
• All social encounters 
involve a mindreading… 
• …and these automated 
processes happen even 
with mediated 
encounters
PARA-SOCIAL INTERACTION 
• Mindreading leads to 
(a sense of) mutual 
awareness… 
• …especially if 
mediated personae 
give off such cues!
Avatar = 
• From Avatara 
• Graphical user 
representations 
• Carriers of 
meaning/agency 
• Mediators of 
phenomenal gameplay
PLAYER-AVATAR RELATIONSHIPS 
“Organic” Player 
“Inorganic” Avatar 
These relationships exist 
as headcanons, in the 
mind of the player!
Your wish is 
my command.
THROUGH A 
POST-POSITIVIST LENS 
• Concurrent validity 
with; 
– RPG play (3.96) 
– Fantasy (.46) 
– Diversion (.26) 
– Social interaction 
(.23) 
– Enjoyment (.23) 
– Time Played (.17) 
– Addiction (.37)
THROUGH A 
CONSTRUCTIVIST LENS 
Avatar 
Gender 
Dyad 
Relationship ≈ 
• valenced connection 
• between two people 
• where each influences the other 
Game 
environment 
Social 
groups 
Interface 
Physical 
Environment 
Culture 
agents
PLAYER-AVATAR RELATIONSHIPS 
Player Agencies 
• Avatars as functional 
tools 
• Avatar as an 
extension of the self 
– Identity tourism 
– Trait personality 
– Moral decisions
PLAYER-AVATAR RELATIONSHIPS 
Avatar Agencies 
• Avatars as relational 
partners with 
– Needs 
– Desires 
– Affordances 
• Proteus Effect
PLAYER-AVATAR RELATIONSHIPS 
Object Me Symbiote Other
PLAYER-AVATAR RELATIONSHIPS 
• Bowen (1976) 
suggested that a key 
to empathy is 
distinguishing one 
from another 
• Separation leads to 
“true” empathy, 
without ego block 
Object Me Symbiote Other
Character Bits Social 
Bits 
V.
THE BATTLE ROYALE … 
Character Attachment 
• Identification 
(pretending, being, affinity) 
• Suspension of disbelief 
(error, plausibility) 
• Control 
(‘obedience,’ frustration) 
• Care/responsibility 
(wants, needs, interests) 
PAR Sociality 
• Anthropomorphic 
autonomy 
(thoughts, feelings, life) 
• Emotional investment 
(love, appreciation, loss) 
• Companionship 
(friends, understanding, 
reciprocation)
Table 1. A typology of Player-Avatar Relationships (PAR), from Banks and Bowman (2013). 
Avatar as Object Avatar a Me Avatar as Symbiote Avatar as Other 
Identification 
(I am that avatar) 
Low 
My avatar is a 
digital form. 
High 
My avatar is me in 
digital form. 
Mid 
My avatar is a part 
of me. 
Low 
My avatar is its 
own being. 
Suspension of 
Disbelief 
(Accepts Digital 
World as a Real 
One) 
Low 
The environment is 
a space of 
competition. 
Mid 
I appropriate the 
world to fit my own 
view of it. 
Mid 
I am able to visit my 
avatar’s world. 
High 
My avatar lives in a 
digital world with 
its own norms. 
Sense of Control 
(Physical) 
High 
My avatar is a tool 
for mastery of in-game 
challenges. 
Mid 
My avatar is my 
social surrogate to 
accomplish my 
social play goals. 
Mid 
My avatar and I use 
each other to 
accomplish 
negotiated goals. 
Low 
I am a tool for my 
avatar; it tells me 
how to control it to 
accomplish its 
goals. 
Sense of Care & 
Responsibility 
(Affective) 
Low 
My avatar has no 
needs. 
Mid 
My avatar is me – it 
needs what I need. 
Mid 
My avatar and I 
know each other’s 
needs. 
High 
I help my avatar 
get the things it 
needs.
Para-social Social
EFA ~ THE BEAUTY PAGEANT 
• Emotional Investment 
– ~24% variance 
• Anthropomorphic autonomy 
– ~20% variance 
• Suspension of disbelief 
– ~17% variance 
• Sense of control 
– ~12% variance ~72%
CFA ~ THE TALENT SHOW 
CMIN/df = 1.27, p = .076 
CFI = .989 
RMSEA = .036 
*Correlations shown are significant 
at the p < .001 level or greater. 
.42 
.44 
.32 
-.45
INTEGRATED MODEL … 
• Emotional Investment (from PAR) 
love, loss, appreciation 
• Suspension of Disbelief (from CA, adjusted) 
error, plausibility 
• Player Control (from CA) 
‘obedience,’ control 
• Avatar Anthro-Autonomy (from PAR) 
(life, feelings, thoughts)
PLAYER-AVATAR RELATIONSHIPS 
Avatar as 
Object 
n = 267 
Avatar as 
Me 
n = 88 
Avatar as 
Symbiote 
n = 95 
Avatar as 
Other 
n = 44 
Emotional 
Investment 
4.02a 
(1.57) 
5.72b 
(1.12) 
6.20c 
(.783) 
5.45b 
(1.26) 
Anthromorphism- 
Autonomy 
1.36a 
(.745) 
1.89b 
(1.32) 
3.30c 
(1.67) 
3.37c 
(1.64) 
Suspension of 
Disbelief 
3.33a 
1.75) 
4.53b 
(1.72) 
5.06b 
(1.56) 
4.54b 
(1.86) 
Control 6.26b,c 
(.965) 
6.44c 
(.825) 
5.85a,b 
(1.27) 
5.83a 
(1.20)
VALIDATIONS … 
• Human-like relatedness 
F (4,385) = 64.49, p < .001, R2 = 401 (Adj. R2 = .395) 
Durbin-Watson = 1.94
VALIDATIONS … 
• Play motivations 
• Immersion: F(4,488) = 34.76, p < .001, R2 = 
.222 (Adj. R2 = .215), DW = 1.93
BONUS: PLAYER-AVATAR 
RELATION SCALE 
• Emotional Investment 
– This avatar is very special to me. 
– I appreciate this avatar. 
– I would be heartbroken if I lost this 
avatar. 
– I love this avatar. 
– (R) I don’t really care about this avatar. 
– (R) I have no emotional connection to 
this avatar. 
• Player Control 
– This avatar does what I want. 
– I control this avatar. 
• Avatar Autonomy 
– When I log out of the game, this avatar 
has its own life. 
– This avatar has its own feelings. 
– This avatar has its own thoughts and 
ideas. 
• Suspension of Disbelief 
– I concentrate on inconsistencies in this 
avatar's story and the game story. 
– It is important to check for 
inconsistencies in this avatar's game. 
– I pay attention to errors or contradictions 
in this avatar's world.
FOR MORE INFORMATION 
Nick Bowman, Ph.D. [CV] 
Twitter (@bowmanspartan) 
Skype (nicholasdbowman) 
nicholas.bowman@mail.wvu.edu 
Interaction Lab 
(#ixlab) 
http://comm.wvu.edu 
/fs/research/lab
The (not so) Secret Life of Avatars
The (not so) Secret Life of Avatars

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The (not so) Secret Life of Avatars

  • 1. THE (NOT SO) SECRET LIFE OF AVATARS Interaction Lab (#ixlab) ND Bowman Ohio University 6 October 2014
  • 2. The (Not So) Secret Life of Avatars 1954: BEFORE THE AVATAR
  • 3. PARA-SOCIAL INTERACTION • Media provides the “illusion of face-to-face relationships with the performer”… • …that is “one-sided, non-dialectical, and controlled by the performer” Walter Cronkite, the most Trusted man in America.
  • 4. PARA-SOCIAL INTERACTION • The relationship can – Make content more enjoyable – Let us explore new relationships – Provide feelings of importance, acceptance
  • 5. PARA-SOCIAL INTERACTION • All social encounters involve a mindreading… • …and these automated processes happen even with mediated encounters
  • 6. PARA-SOCIAL INTERACTION • Mindreading leads to (a sense of) mutual awareness… • …especially if mediated personae give off such cues!
  • 7.
  • 8.
  • 9. Avatar = • From Avatara • Graphical user representations • Carriers of meaning/agency • Mediators of phenomenal gameplay
  • 10. PLAYER-AVATAR RELATIONSHIPS “Organic” Player “Inorganic” Avatar These relationships exist as headcanons, in the mind of the player!
  • 11. Your wish is my command.
  • 12. THROUGH A POST-POSITIVIST LENS • Concurrent validity with; – RPG play (3.96) – Fantasy (.46) – Diversion (.26) – Social interaction (.23) – Enjoyment (.23) – Time Played (.17) – Addiction (.37)
  • 13.
  • 14. THROUGH A CONSTRUCTIVIST LENS Avatar Gender Dyad Relationship ≈ • valenced connection • between two people • where each influences the other Game environment Social groups Interface Physical Environment Culture agents
  • 15. PLAYER-AVATAR RELATIONSHIPS Player Agencies • Avatars as functional tools • Avatar as an extension of the self – Identity tourism – Trait personality – Moral decisions
  • 16. PLAYER-AVATAR RELATIONSHIPS Avatar Agencies • Avatars as relational partners with – Needs – Desires – Affordances • Proteus Effect
  • 18. PLAYER-AVATAR RELATIONSHIPS • Bowen (1976) suggested that a key to empathy is distinguishing one from another • Separation leads to “true” empathy, without ego block Object Me Symbiote Other
  • 20. THE BATTLE ROYALE … Character Attachment • Identification (pretending, being, affinity) • Suspension of disbelief (error, plausibility) • Control (‘obedience,’ frustration) • Care/responsibility (wants, needs, interests) PAR Sociality • Anthropomorphic autonomy (thoughts, feelings, life) • Emotional investment (love, appreciation, loss) • Companionship (friends, understanding, reciprocation)
  • 21. Table 1. A typology of Player-Avatar Relationships (PAR), from Banks and Bowman (2013). Avatar as Object Avatar a Me Avatar as Symbiote Avatar as Other Identification (I am that avatar) Low My avatar is a digital form. High My avatar is me in digital form. Mid My avatar is a part of me. Low My avatar is its own being. Suspension of Disbelief (Accepts Digital World as a Real One) Low The environment is a space of competition. Mid I appropriate the world to fit my own view of it. Mid I am able to visit my avatar’s world. High My avatar lives in a digital world with its own norms. Sense of Control (Physical) High My avatar is a tool for mastery of in-game challenges. Mid My avatar is my social surrogate to accomplish my social play goals. Mid My avatar and I use each other to accomplish negotiated goals. Low I am a tool for my avatar; it tells me how to control it to accomplish its goals. Sense of Care & Responsibility (Affective) Low My avatar has no needs. Mid My avatar is me – it needs what I need. Mid My avatar and I know each other’s needs. High I help my avatar get the things it needs.
  • 23. EFA ~ THE BEAUTY PAGEANT • Emotional Investment – ~24% variance • Anthropomorphic autonomy – ~20% variance • Suspension of disbelief – ~17% variance • Sense of control – ~12% variance ~72%
  • 24. CFA ~ THE TALENT SHOW CMIN/df = 1.27, p = .076 CFI = .989 RMSEA = .036 *Correlations shown are significant at the p < .001 level or greater. .42 .44 .32 -.45
  • 25. INTEGRATED MODEL … • Emotional Investment (from PAR) love, loss, appreciation • Suspension of Disbelief (from CA, adjusted) error, plausibility • Player Control (from CA) ‘obedience,’ control • Avatar Anthro-Autonomy (from PAR) (life, feelings, thoughts)
  • 26. PLAYER-AVATAR RELATIONSHIPS Avatar as Object n = 267 Avatar as Me n = 88 Avatar as Symbiote n = 95 Avatar as Other n = 44 Emotional Investment 4.02a (1.57) 5.72b (1.12) 6.20c (.783) 5.45b (1.26) Anthromorphism- Autonomy 1.36a (.745) 1.89b (1.32) 3.30c (1.67) 3.37c (1.64) Suspension of Disbelief 3.33a 1.75) 4.53b (1.72) 5.06b (1.56) 4.54b (1.86) Control 6.26b,c (.965) 6.44c (.825) 5.85a,b (1.27) 5.83a (1.20)
  • 27. VALIDATIONS … • Human-like relatedness F (4,385) = 64.49, p < .001, R2 = 401 (Adj. R2 = .395) Durbin-Watson = 1.94
  • 28. VALIDATIONS … • Play motivations • Immersion: F(4,488) = 34.76, p < .001, R2 = .222 (Adj. R2 = .215), DW = 1.93
  • 29. BONUS: PLAYER-AVATAR RELATION SCALE • Emotional Investment – This avatar is very special to me. – I appreciate this avatar. – I would be heartbroken if I lost this avatar. – I love this avatar. – (R) I don’t really care about this avatar. – (R) I have no emotional connection to this avatar. • Player Control – This avatar does what I want. – I control this avatar. • Avatar Autonomy – When I log out of the game, this avatar has its own life. – This avatar has its own feelings. – This avatar has its own thoughts and ideas. • Suspension of Disbelief – I concentrate on inconsistencies in this avatar's story and the game story. – It is important to check for inconsistencies in this avatar's game. – I pay attention to errors or contradictions in this avatar's world.
  • 30. FOR MORE INFORMATION Nick Bowman, Ph.D. [CV] Twitter (@bowmanspartan) Skype (nicholasdbowman) nicholas.bowman@mail.wvu.edu Interaction Lab (#ixlab) http://comm.wvu.edu /fs/research/lab