Title: Of Mice Or Men? The Avatar in the Virtualscape
1Of Mice Or Men?The Avatar in the Virtualscape
- Marc Conrad
- Computer Science and Technology
- Jo Neale
- Applied Social Studies
- Alec Charles
- Media, Art Design
- University of Bedfordshire, United Kingdom
29/09/2015 012017
Marc Conrad
University of Bedfordshire
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2Avatars
http//secondlife.com/whatis/avatar/
- what exactly is an avatar in Second Life? In
a virtual world, an avatar is a digital persona
that you can create and customize. It's you
only in 3D. You can create an avatar that
resembles your real life or create an alternate
identity. The only limit is your imagination. Who
do you want to be? - From http//secondlife.com/whatis/avatar/
29/09/2015 012017
Marc Conrad
University of Bedfordshire
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3Avatars
- Typically avatars are created as a voluntary
decision, to be used for recreation. - What about people who must create an avatar as
part of a task? - Educators and Students
- Professional Software Developers
- Social Workers
29/09/2015 012017
Marc Conrad
University of Bedfordshire
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4Avatar and Identity
- Digital mediation became ubiquitous
- Perceived prioritization of material experience
while dismissing virtual experience in moulding
identity? (clearly not true) - Hence a paradigm shift in the mediation of
identity because of the universality virtual
experience. - Understanding the influence on Second Life on the
construction of identity is crucial.
5Study Embedded as Part of an Assignment in
Project Management
- You are working as a group of 10 individuals
who need to come together and work as a team. You
will be using the PRINCE2 project management
methodology to run a real-life project. As part
of an educational advisory team you have been
asked to create an educational showcase. The area
that you look at must be directly related to the
pathway that you are studying, but may cover any
aspect of technology within this area. As part of
this project you will have to deliver a number of
products. - As a team you must produce the following, and
meet the specified deadlines - 3) An educational showcase in the Second Life
island of the University of Bedfordshire
Extract from the 2009/2010 Assessment of the
postgraduate unit Professional Project
Management, University of Bedfordshire
6Demographics
- 813 students in the unit
- 283 engaged in the Second Life task having
avatars, 208 responses received from the
questionnaire - 77.9 Indian (international students)
- 87.5 male
- 69.7 between 18 and 24 years old
- For 81.2 this was their first avatar (in Second
Life or any other multi-user game)
7Areas investigated
- Gender
- Ethnicity
- Name
- Is the avatar human?
8Gender
- Most students (89.9) choose an avatar that
matches their own gender - Only 3.4 choose an avatar of the opposite
gender. - One student had two avatars of opposite gender
- (no answer from the remaining students)
9EthnicityWhich avatar did you choose at signup?
- 58.6 of the male Indian students (who answered
the question) choose avatar A and 18.9 choose
avatar B. - Of the seven African students six choose avatar
C. - 10 of the 17 female students choose avatar H.
- Avatars J, K and L were not choosen by any
respondents. - There seems to be a tendency to choose an avatar
that resembles oneself, or at least is ambiguous.
10Names
- 172 respondents both gave their avatar name and
their real name. - Focus on first name (the last name of the avatar
cannot be chosen freely) - Identification of four categories (e.g. Jonathan
Bloggs) - Same as real name (e.g. Jonathan or Bloggs)
- Part of real name (e.g. Jon, Blog)
- Derived from or related to real name (joeblogg,
blogg17) - Different (e.g. flux, Brandy, bla)
- Fifth category the name is related to the group
name.
43
8.7
11.6
32.6
11Quantitative results
- Very few selected an avatar unrelated to their
own appearance. - Suggests an identification with the avatar as an
extension of the users self. - However the avatars are pre-designed and
interpellate the user within an ideologized ideal
of physical appearance. - Association with a subjectivity which is only
vaguely related to the users own. - Nearly a third chose apparently unrelated as if
conscious of the difference between their own
subjectivity and that of the avatar.
12Interesting (and unexpected) Results by the
Following Two Questions
- Does your current SL avatar have human
characteristics? (yes / no) - If your avatar is not human, what form does it
take? (open question) - We expected answers that, for instance, would
refer to animal avatars such as dogs or cats,
that are also possible and fairly common within
Second Life
13Answers to If your avatar is not human, what
form does it take?
- just and animated image and controlled by the
user - animated image
- a kind of Avatar which runs sic with the
command of creator - it is just a device or just a doll which is been
sic controlled by some buttons - spirit, cloud
- Lite
- ROBOT
- /
14Answers to If your avatar is not human, what
form does it take?
- just and animated image and controlled by the
user - animated image
- a kind of Avatar which runs sic with the
command of creator - it is just a device or just a doll which is been
sic controlled by some buttons - spirit, cloud
- Lite
- ROBOT
- /
- First four are a critically revealing misreading
of the question. - Rather than describing the form, the intended
function is explained. - Suggests an unconscious resistance to the notion
of the avatars influence (which indeed implies
an awareness)
15Answers to If your avatar is not human, what
form does it take?
- just and animated image and controlled by the
user - animated image
- a kind of Avatar which runs sic with the
command of creator - it is just a device or just a doll which is been
sic controlled by some buttons - spirit, cloud
- Lite
- ROBOT
- /
- The last four responses are somewhat opaque and
can be interpreted in various ways. - The / being the most enigmatic.
16/
- Perhaps the / sums up the relationship between
the user and the avatar as concisely and
precisely as one might manage the borderline
between two modes of existence, an interface in
between states. - No longer a barrier but an opening gateway, that
diagonal line blurs the distinction between
software, hardware and self between
simulations, avatars, keyboards, mice, women and
men.
Note The study is currently being repeated with
modified questions to gather more qualitative
responses.