The Virtual Self: Avatar and Individual Determinants of Mood Ivana Wang, Steven V

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The Virtual Self: Avatar and Individual Determinants of Mood Ivana Wang, Steven V The Virtual Self: Avatar and Individual Determinants of Mood Ivana Wang, Steven V. Rouse*, and Elizabeth Krumrei Mancuso* Pepperdine University ABSTRACT. Given the relevance of self-related process in avatar-based virtual environments, examining the role of avatar-self representation was intended for better understanding of its function in media users’ experiences. The current study examined the differences between actual- and ideal-self avatars in terms of impact on mood, as measured through positive and negative affect. Undergraduate students (N = 81) participated in an avatar-based gaming experiment, which assessed pre- and post-game play affect. Overall, participants experienced a statistically significant decrease in negative affect after game play, t(80) = 4.18, p < .001, d = 0.41, regardless of their avatar group condition. However, avatar group influenced the user experience in terms of positive affect, t(79) = 2.06, p = .04, d = 0.46, in that participants of the actual-self avatar group were associated with higher positive affect than those in the ideal-self avatar group post-game play. Self-esteem was found to be a statistically significant covariate in predicting both posttest 2 positive affect, F(1,78) = 6.03, p = .02, ηp = 0.07, and negative affect, 2 F(1,78) = 13.27, p < .001, ηp = 0.15. Avatar group intervention proved significant in predicting positive affect, despite the covariance of self-esteem, 2 F(1,78) = 4.44, p = .04, ηp = 0.05; however, it was no longer statistically significant in predicting negative affect once the variance shared with 2 self-esteem was accounted for, F(1,78) = 0.04, p = .84, ηp = 0.001. Specific mechanisms by which virtual self-representation might regulate affect were clarified; subsequent theoretical and realistic implications of the results are discussed further in the study. tereotypically, “gaming” has been a concept Motivation for Engaging in Game Play considered to be within the domain of the Collaborative virtual environments (CVEs) make Sadolescent boy, equipped with a game console games appealing and effortless to join because and eyes that never strayed from the television they serve as digital systems that connect individu- screen. However, the reality is that the reach of als worldwide via networking technology such as games runs far wider than one might imagine. In through virtual reality or, more commonly, video recent years, rapid development of sophisticated games (Yee, Bailenson, & Ducheneaut, 2009). technology has expanded the original target These CVEs provide settings for entertainment purposes through outlets of stand-alone games, audience to include a multifaceted demographic local or wide area network games, and the increas- pool, ranging from the traditional adolescents, to ingly popular massively multiplayer online role- early adult professionals, middle-aged homemakers, playing games (MMORPGs). MMORPGs alone, SPRING 2017 and even retirees—contradicting the stereotype on a daily basis, garner up to millions of users, who that video gamers only exist within the bounds of each accumulate an average of approximately 22 PSI CHI JOURNAL OF a youth subculture (Yee, 2006b). hours of game play per week (Yee, 2006a). Players PSYCHOLOGICAL RESEARCH *Faculty mentor COPYRIGHT 2017 BY PSI CHI, THE INTERNATIONAL HONOR SOCIETY IN PSYCHOLOGY (VOL. 22, NO. 1/ISSN 2325-7342) 29 Avatars, Individuals, and Mood | Wang, Rouse, and Mancuso approach these games with varying motivations; virtual environment. However, a study conducted Yee’s (2006b) five-factor model encompasses these by Trepte and Reinecke (2010) found a relation- user motivations under categories of achievement, ship they noted to be stronger in noncompetitive relationship, immersion, escapism, and manipula- game settings, in which users who identified more tion—with escapism proving to be the best predic- with the avatars showing higher resemblance to tor of pathological gaming (Li, Liau & Khoo, 2011; their selves, also reported greater game enjoyment. Yee, 2006a). In this case, escapism refers to the When the factor of identification was mediated, tendency of an individual to “[use] the virtual world avatar-user discrepancy still demonstrated a posi- to temporarily avoid, forget about, and escape from tive relationship with game enjoyment, leading the real-life stress and problems” (Yee, 2006b, p. 319). researchers to theorize that players’ preferences in When immersed in the virtual world, users have avatar creation are twofold; although similar avatars the freedom to do what they want, and have the seem to enhance the enjoyment experience, dis- ability to become anyone they want to be through similar avatars can serve self-related motives such as their avatars—their virtual identities. playing with different identities and ameliorating actual-self representation—both factors that may Avatars result in media enjoyment, though through differ- One of the most significant departures that avatar- ent mechanisms of affect management (Trepte & based video games, computer games, and virtual Reinecke, 2010). reality technologies make from traditional media Given the increase in visual representation (e.g., television, movies) is the users’ ability to see a of the self and relevance of self-related process in visual representation of themselves in the media. In avatar-based virtual environments, examination third-person perspective games, players can observe of the role of avatar-self representation may allow embodied manifestation of the self and its visually for better understanding of its function in media presented actions, facilitating the formation of a users’ experiences. Consequently, the specific relationship between players and their avatars (Jin mechanisms by which virtual self-representation & Park, 2009). might regulate affect must be clarified. Avatars are digital representations of the self—in other words, extensions of the individuals Self-Discrepancy Theory and Actual-Ideal who created them (Yee & Bailenson, 2007). In a Self-Discrepancy (AISD) virtual world, the avatar functions not only as the Higgins’ (1987) categorized self-discrepancies representation of one’s physical appearance, but under three types of self-schema: the actual self, also the mode through which an individual’s offline the ideal self, and the ought self. Higgins’ self-dis- identity is expressed (Behm-Morawitz, 2013). Thus, crepancy theory claimed that, although the actual the avatar may come to be more meaningful to the self personifies who individuals currently are (i.e., individual than just a virtual shell. The user has perceived self-concept), the ideal and ought selves control over every detail during avatar creation. represent who the individuals would would like to Therefore, virtual self-representation can vary be (i.e., assessing hopes, wishes, and aspirations), across a vast spectrum because factors such as age, and how the individuals believe they should be (i.e., gender, ethnicity, and height are determined with assessing duties, responsibilities, and obligations). the click of a mouse (Yee & Bailenson, 2007). Self-discrepancy theory proposes that if people The way users choose to display their avatars possess an AISD—in other words, if their under- is influenced by a number of factors. For instance, standing of their own own actual attributes do in competitive games, avatars are created more not align with the ideal condition they wish to dissimilar to the actual self, assumedly to fit the achieve—the individuals will likely experience requirements of the media stimuli (e.g., increased dejection-related emotions such as disappointment, weapon equipment in World of Warcraft); in non- dissatisfaction, and other negative affects associated competitive games, on the other hand, avatar with symptoms of depression (Higgins, 1987). Li, selection choices are more ambiguous because Liau, and Khoo (2011) supplemented this theory, avatars need not be armored with strategic survival- as their findings revealed that, among adolescent SPRING 2017 directed customizations (Trepte & Reinecke, 2010). gamers in Asia, those with higher levels of AISD In noncompetitive games, users have the choice tended to have higher levels of depression and PSI CHI JOURNAL OF of creating an avatar similar or dissimilar to the were more likely to engage in escapism into games. PSYCHOLOGICAL self, with less consequence to their survival in the Possession of high AISD offers an explanation RESEARCH 30 COPYRIGHT 2017 BY PSI CHI, THE INTERNATIONAL HONOR SOCIETY IN PSYCHOLOGY (VOL. 22, NO. 1/ISSN 2325-7342) Wang, Rouse, and Mancuso | Avatars, Individuals, and Mood as to the negative affective mechanism underlying instructed to create an ideal-self avatar (thereby the self-discrepancy theory. However, negative priming AISD) would express higher negative affect may also be generated through a process affect than participants who were instructed to by which an individual’s attention is specifically create an actual-self avatar. brought upon AISD, facilitating the recognition and acknowledgement of potentially high AISD Self-Presence Dimension through automatic and immediate comparison of Although proponents of the self-discrepancy theory the actual and ideal selves. and objective self-awareness theory could argue that players experience more negative affect creat- Objective Self-Awareness Theory ing an ideal-self avatar, theorists of self-presence In this way, objective self-awareness theory builds could argue the opposite. When users don virtual on Higgins’
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