Authors
Stefano Triberti, Ilaria Durosini, Filippo Aschieri, Daniela Villani, Giuseppe Riva
Publication date
2017/8/1
Journal
Cyberpsychology, Behavior, and Social Networking
Volume
20
Issue
8
Pages
501-507
Publisher
Mary Ann Liebert, Inc.
Description
Avatar creation is an interesting topic for both video game and social network studies. Research has shown that the creation of avatars is influenced by individual, contextual, and cultural features. Avatars are used to represent aspects of users' personality, but multiple avatars are used in different virtual contexts, as self-presentation strategies may vary according to the different “audiences” to be met online (say: friends, or strangers). Moreover, avatar creation is also influenced by cultural variables, such as gender, as avatars embody stereotypical aspects of being a woman or a man. This research tested whether avatars, as digital self-representations, may change depending on the above-mentioned variables. Ninety-four participants created two avatars to be used in different contexts (video game and job-themed social network). Moreover, two groups of participants were told that they would have met friends or …
Total citations
20182019202020212022202320249841211811
Scholar articles
S Triberti, I Durosini, F Aschieri, D Villani, G Riva - Cyberpsychology, Behavior, and Social Networking, 2017