아바타는 <나의 분신>이라 불리는 사이버상에서 캐릭터를 이르는 단어로, 본 연구에서는 MMORPG 게임에서 자신을 치장하며 실제 자기표현과 이상화(理想化) 기능을 하는 캐릭터로 정의하였다. 본 연구를 통해 멀티 아바타와 성별 전환 사이에서 작동하는 유병률(有病率)을 설명하는 것을 목적으로 하였다. 본 실험을 위하여 선행된 방법은 유저에게 지정된 게임 연습과 질문을 미리 제공하였고, 이는 선행적으로 사용자에게 게임 동기를 발생하여 아바타 생성에 도움을 주고자하는 것이 목적이었다. 본 연구를 통해 연령, 성별과 성전환 사이에 상관관계를 살펴보았고, 비 전형적인 방식에서는 성전환 가능성이 높아졌고 일반 참가자 또한 절반의 성전환 선택의 경향을 보여주었다. 마지막으로, 경험의 성격 특성에 대한 경험에 대한 개방성은 성별과 유사한 상관관계를 보였다.
아바타는 <나의 분신>이라 불리는 사이버상에서 캐릭터를 이르는 단어로, 본 연구에서는 MMORPG 게임에서 자신을 치장하며 실제 자기표현과 이상화(理想化) 기능을 하는 캐릭터로 정의하였다. 본 연구를 통해 멀티 아바타와 성별 전환 사이에서 작동하는 유병률(有病率)을 설명하는 것을 목적으로 하였다. 본 실험을 위하여 선행된 방법은 유저에게 지정된 게임 연습과 질문을 미리 제공하였고, 이는 선행적으로 사용자에게 게임 동기를 발생하여 아바타 생성에 도움을 주고자하는 것이 목적이었다. 본 연구를 통해 연령, 성별과 성전환 사이에 상관관계를 살펴보았고, 비 전형적인 방식에서는 성전환 가능성이 높아졌고 일반 참가자 또한 절반의 성전환 선택의 경향을 보여주었다. 마지막으로, 경험의 성격 특성에 대한 경험에 대한 개방성은 성별과 유사한 상관관계를 보였다.
Avatars are a visual representation of users in a virtual world such as an MMORPG. These avatars are often seen as representations or idealizations of the user's actual self. However, this view does not account for the prevalence of two behaviors: multiple avatars and 'gender swapping'. An exercise ...
Avatars are a visual representation of users in a virtual world such as an MMORPG. These avatars are often seen as representations or idealizations of the user's actual self. However, this view does not account for the prevalence of two behaviors: multiple avatars and 'gender swapping'. An exercise and questionnaire were created to study avatar customization practices across players outside the context of any particular game to understand better user motivations in creating their virtual selves. A preliminary trial of the exercise showed little correlation between age or gender and gender swapping. While those of non-traditional sexuality were more likely to gender swap, half of traditional sexuality also swapped. Finally, the personality trait, Openness to Experience, showed promising correlation with gender swapping.
Avatars are a visual representation of users in a virtual world such as an MMORPG. These avatars are often seen as representations or idealizations of the user's actual self. However, this view does not account for the prevalence of two behaviors: multiple avatars and 'gender swapping'. An exercise and questionnaire were created to study avatar customization practices across players outside the context of any particular game to understand better user motivations in creating their virtual selves. A preliminary trial of the exercise showed little correlation between age or gender and gender swapping. While those of non-traditional sexuality were more likely to gender swap, half of traditional sexuality also swapped. Finally, the personality trait, Openness to Experience, showed promising correlation with gender swapping.
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문제 정의
Thus, "1" indicates a low presence of a single personality factor, while "7" indicates a high presence. This study administered this TIPI to participants with a particular interest in the Openness factor.
While previous studies have found that those with non-traditional sexuality or gender identification are more likely to swap genders[5], the sheer numbers suggest that non-traditional sexuality and gender identity do not fully explain this behavior. This study also aims to demonstrate this.
제안 방법
Visitors to AQW do not need to create an account before using the avatar generator. It has six character dimensions: Class, Gender, Hair Style, Hair Color, Skin Color, and Eye Color. Although participants were not asked to play the game, class is the only factor which effects mechanical features and abilities.
후속연구
This research may also extend to low customization environments. In 2009, 85% of game characters were "white" and 80% were male; these proportions were even higher in primary characters[7].
참고문헌 (13)
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Dolgov, I., et al. "Effects of Cooperative Gaming and Avatar Customization on Subsequent Spontaneous Helping Behavior." Computers in Human Behavior 33 (2014): 49-55. SCOPUS. Web. 30 Sep. 2014.
Bessiere, Katherine, A. Fleming Seay, and Sara Kiesler. "The Ideal Elf: Identity Exploration in World of Warcraft." CyberPsychology & Behavior 10.4 (2007): 530-35. Web. 03 Oct. 2014.
Turkle, Sherry (1997-09-04). Life on the Screen: Identity in the Age of the Internet (pbk. ed.). Simon & Schuster. ISBN 0-684-83348-4.
Lou, Jing-Kai, et al. "Gender swapping and user behaviors in online social games." Proceedings of the 22nd international conference on World Wide Web. International World Wide Web Conferences Steering Committee, 2013. Web. 3 Oct. 2014.
Ducheneaut, Nicolas, et al. "Body and mind: a study of avatar personalization in three virtual worlds." Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM, 2009. Web. 03 Oct. 2014.
Williams, D., N. Martins, M. Consalvo, and J. D. Ivory. "The Virtual Census: Representations of Gender, Race and Age in Video Games." New Media & Society 11.5 (2009): 815-34. Web.
"Esential Facts about the Computer and Video Game Industry 2004." Entertainment Software Association. 2004. Web.
Scheck, K. Avatar Creation. Google Forms.
Adventure Quest Worlds character generator.
Gosling, Samuel D., Peter J. Rentfrow, and William B. Swann Jr. "A very brief measure of the Big-Five personality domains." Journal of Research in personality 37.6 (2003): 504-528. Web. 3 Oct. 2014.
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