Avatar: representation, communication, experience

The many faces of Feldspar

“Virtual Worlds Research: Consumer Behavior in Virtual Worlds” 
Vol. 1. No. 2  ISSN: 1941-8477  November 2008
Symbolic and Experiential Consumption of Body in Virtual Worlds: from (Dis)Embodiment to Symembodiment

Source

This experiment focused on the corporeal body (real, physical or atomic embodiment), and the virtual body (digital, non-corporeal embodiment), also called an avatar in some digital environments. Each embodiment can be for social and self-presentation as a part of communication, and as a project, for creating experiences by altering one’s appearance and living new lifestyles associated with that appearance.

Prior to this research being undertaken, there were two primary competing views regarding virtual embodiment:

  1. Disembodiment – the user is able to break away from their corporeal embodiment, into a virtual embodiment.
  2. Embodiment is essential, even in virtual worlds, to whatever degree it can be achieved.

This research team has concluded that the embodiment/disembodiment debate is non-resolvable and futile. Instead, they introduce the concept of symembodiment: that is, that an avatar is a symbolic embodiment but not a physical embodiment. There is always a partial degree of embodiment.

The body in modern, Western, society has more meaning placed on it than perhaps at any time in the past, because it is easier to modify the body, successfully and safely, than it has ever been. Body image – creating and maintaining a “perfect” look – is paramount. On the flip side, disease and disability are much harder to cope with in this modern age - because there are so many treatments available for common ailments now, anyone with a visible issue is seen not have care about their body image, or the social and moral implications of their perceived “choice”. Thus, while for some people the body can be seen as a “project”, to be worked on and altered, other people tend to view their bodies as hindrances – they have greater constraints on how much their bodies can be altered, and on the type of experiences they can have through their bodies.

The researchers contend that an avatar, as a body that is as much a representation of self as the corporeal body, can be an end that the user playfully engages in for its own sake – modifying the avatar becomes an experience in and of itself.

Their research questions included the following:

  1. How do consumers attach meanings to the digital self images they create?
  2. How are these images constructed and reconstructed?
  3. How and what do consumers experience through their virtual bodies?

Avatar: the body in the virtual world

The mind and previous bodily concepts of the user greatly influence the types of virtual bodies they inhabit. With virtual bodies, it is common to have at least two, if not many more, symbolic bodies.

Second Life

Second Life tends to support the use of multiple selves. Once the skill of avatar alteration is learnt, it becomes a very quick and simple process to change between virtual bodies. Second Life also supports using avatar alteration as a form of play or experience – avatars are very malleable, and have fewer constraints to alteration than our physical bodies.

Methodology

  1. The researchers entered Second Life as users.
  2. They fully participated in Second Life culture and conducted participant observations.
  3. They found participants by using their own personal networks.
  4. They conducted both online, in-world interviews and offline, atomic-world interviews.

Questions asked during interviews focused on the participants’ feelings and motives about their lives in Second Life, how they went about creating and recreating their avatars (virtual bodies), and what sort of experiences the participants had with their avatars.

Findings

The researchers felt that users were highly involved in Second Life due to the ability to alter and experience the alteration of the avatar, and due to the freedom afforded in such alterations compared to the corporeal form. They also noted that users create multiple avatars, or at least multiple, vastly differing looks for a single avatar, each of which is derived from a facet of the user’s own concept of self. I wonder to what extent each individual takes on a separate role to go with each representation – do they take on different morals and ethics? Perhaps, less drastically, it is more similar to our representations of ourselves that we use at work and at home – different dress, different speech /language.

In Second Life, a ‘null’ representation – one designed not to  draw attention, is just as apt to be interpreted by other users as are more interesting or daring representations. Any representation says something about you to other people.

Some people found there to be excitement associated with the experience of having different bodily features to those in the atomic world. I note that there can also be a sense of normalcy associated with the difference, particularly for those people whose atomic body does not fit their mental concept of self, or for those whose atomic body varies greatly from some desired, unreachable, state.

Discussion

Your representation of yourself in virtual worlds, your avatar, has a great impact on how you communicate with and convey meaning to others. However, the avatar is more than this. In symembodiment, the users playfully construct and engage with their avatars – the user experiences the avatar, and has experiences through it.

“The modern impulse of seeking an ideal life is waning, while the desire to experience multiple alternate lives that allow
extraction of different meanings from life waxes.”

Conclusion

The researchers believe that the virtual body, rather than just being on display for communication purposes, becomes an experience in and of itself.

Google Lively bites the dust

After less than five months, Google have pulled the plug on Lively.

In a fairly terse statement, no substantive reason is given for the axing beyond wanting to concentrate on “our core search, ads and apps business”.

It’s a quick demise for a virtual world that showed some initial promise. It did have its controversies over its short life, but nothing that would have driven this decision. Lack of patronage is the most obvious explanation and there’s no doubt that competitors will feel a little more sunlight’s appeared on the horizon for their products.

Will you miss Lively? Will we see Google re-enter the marketplace in the near future or will they just buy up someone else to achieve any virtual world ambitions they have?

VastPark expand developer pool, SDK on the way

Vastpark’s slow but steady progress toward launch continues, with an announcement that its Developer Program has some new faces. Two of those faces include Australian-based companies: Finpa (an eLearning outfit) and The Project Factory (a virtual worlds developer).

The other entities coming on board are MindTaffy (USA), Metaversatility (USA) and ADMINO (Finland)

Vastoark’s CEO is obviously very happy with the expansion – “Given VastPark is an Australian company headquartered in Melbourne, it is great that we’ve got some wonderful Australian developers joining us”.

There’s also a call out for further involvement by developers. VastPark’s Major Projects Manager, Liz Chung: “We’re keen to work with our developers to help them achieve their digital world project goals. For anyone with a project who is either looking for recommendations to a developer or seeking to partner with us on a project, please contact us at Developer AT VastPark.com”.

With a software developer’s kit (SDK) on the way, there’s no arguing that the momentum is building for VastPark – it needs to in the burgeoning virtual worlds marketplace.

Disclosure: The Project Factory are a former advertiser on The Metaverse Journal.

Australian politics and virtual worlds – no momentum

It’s coming up to a year since the change of Federal government in Australia. In Second Life, there was an election night party.

At the time there was lots of excited talk about the ALP’s broadband policy and the promise it may bring – there is progress on that front but it’s fraught with problems. Then there’s the internet censorship issue bubbling along. All in all, Communications Minister Stephen Conroy hasn’t shone in his role to date. There’s a real perception that we’ve got a government with 20th Century views on some distinctly 21st Century challenges.

In the year since that Second Life election party, there’s been zero interest by either political party in virtual worlds. There’s certainly been significant forays by both sides into social networking via YouTube, Twitter and Facebook. The US presidential primaries this year saw Second Life play a role, and Barack Obama’s supporters kept that going through the campaign itself. Kevin Rudd and Malcolm Turnbull have obvously been watching the US Democrats’ online campaigning efforts, but there’s no inkling of a virtual world foray at this stage.

We’ve previously queried our pollies on their thoughts with no response – it appears that the current Minister is no more cognisant of the opportunities and challenges than his predecessor.

Virtual sex brings ’em in

Over the past few days Second Life has reached a new peak concurrency of more than 76 thousand.

The reason being cited is recent stories on a divorce resulting from virtual adultery. It’s not suprising and it’s backed up by an Australian Second Life resident who spends a significant amount of time mentoring new users. In a brief discussion with him this afternoon he confirmed a surge in new users needing help and that the UK-driven story seems to be the catalyst.

Mainstream media rightly get pilloried at times for their sometimes uninformed coverage of the full gamut of the virtual world experience. There is an upside though: growth for the virtual worlds themselves. How ‘sticky’ these users will be in always uncertain. Wagner James Au sums it up nicely:

How many of these new users are interested in committing virtual adultery… and how many of them are real life partners of now-suspicious SL users, looking to catch them in the act?

A lot of people on their first glimpse of virtual sex will tend to react along the lines of ‘why would you bother?’. The reality is a significant proportion of these people go on to engage in virtual sex regularly and in forms arguably more varied than real-life.

What are your thoughts – are we about to see droves of new people looking for virtual options for sexual expression, followed closely by another group seeking to catch them out? I think it’s a little too simplistic an assumption but sometimes the simplest explanation comes in closest to the truth.

Journal of Virtual Worlds Research – second issue

The latest issue of the Journal of Virtual Worlds Research has been released and this time consumer behaviour is the focus.

There’s eight research papers, of which five are peer-reviewed, plus there’s six ‘think pieces’ on related topics.

The full contents:

Peer Reviewed Research Papers

Consuming Code: Use-Value, Exchange-Value, and the Role of Virtual Goods in Second Life (Jennifer Martin)
Virtual World Affordances: Enhancing Brand Value (So Ra Park, Fiona Fui-Hoon Nah, David DeWester, Brenda Eschenbrenner, Sunran Jeon)
On the Relationship between My Avatar and Myself (Paul R Messinger, Xin Ge, Eleni Stroulia, Kelly Lyons, Kristen Smirnov, Michael Bone)
The Social Construction of Virtual Reality and the Stigmatized Identity of the Newbie (Robert E. Boostrom, Jr.)
The “New” Virtual Consumer: Exploring the Experiences of New Users (Lyle R Wetsch)

Research Papers

Ugly Duckling by Day, Super Model by Night: The Influence of Body Image on the Use of Virtual Worlds (Enrique Becerra, Mary Ann Stutts)
Symbolic and Experiential Consumption of Body in Virtual Worlds: from (Dis)Embodiment to Symembodiment (Handan Vicdan, Ebru Ulusoy)
Demographics of Virtual Worlds (Jeremiah Spence)

“Think pieces”

Surveillance, Consumers, and Virtual Worlds (Douglas R Dechow)
Second Life and Hyperreality (Michel Maffesoli)
Having But Not Holding: Consumerism & Commodification in Second Life (Lori Landay)
Metaverse: A New Dimension? (Yohan Launay, Nicolas Mas)
Virtual Worlds Research: Global X Local Agendas (Gilson Schwartz)
Real Virtual Worlds SOS (State of Standards) Q3-2008 (Yesha Sivan)

There’s some serious reading time in it all and if virtual goods, branding, avatar identification, new user experience or demographics are of interest, this is one must-read issue from a journal hitting the ground well and truly running. Well researched quantitative and qualitative studies will be key as virtual worlds expand in scope and popularity – this Journal deserves kudos as one of the pioneers of empirical observation of virtual worlds.

The Watch – virtual worlds in the news

1. Sky News (UK) – Woman Divorces Over Virtual Lover. “Amy Taylor, 28, cited unreasonable behaviour in the court papers, describing how their three-year marriage came to an end when she twice walked in on her husband pretending to have sex in an online game. Her estranged husband is now engaged to one of the women he had an ‘affair’ with on Second Life – even though they have never actually met in real life.”

(more than 500 publications have run this story in the past week)

2. China Digital Times (China) – China: Too Much Time Online? You’ve Got Psychosis. “On a update of an earlier post on CDT, China has become the first country to list internet addiction as a mental disorder as stated by the Ministry of Health. According to one of the definitions in a manual by Chinese psychologists, anyone who spends over 6 hours on the computer with a mouse has the disorder, and a guideline is expected to head to hospitals soon.”

3. The Times (UK) – Open Minds: Caught in the Net. “The medium is the message, Marshall McLuhan famously said. And by changing the message we change ourselves. Never has this observation been so relevant as it is today, when many people spend their days at the computer, conducting friendships through Facebook and MySpace, posting videos on their websites, going into real society shielded by an iPod, or simply sending their avatar across the Grid in Second Life, looking for virtual relationships, virtual excitement and even virtual sex. Some welcome this, as a form of liberation. Shy people used to go trembling into society, hand in mouth; now they can go boldly into virtual society, hand on mouse.”

4. i09 (USA) – What Happens in Virtual Reality … Probably Won’t Stay There. “Cross Reality, Dual Reality, X-Reality: all of these terms describe the recent work of an MIT Media Lab team to bring the virtual into the real and vice versa. So far, the X-Reality group has focused their attentions on Second Life; last year, its Shadow Lab project allowed the game’s users to virtually check out real-life activity inside the Media Lab building in Cambridge. Later this month, the next X-Reality project goes live — and they’ve got big, wormhole-tunneling, reality-crossing plans for it.”

5. The Guardian (UK) – Art, music, gossip – it’s (virtually) all there in my parallel universe. “It has been quite a week for virtual worlds, the three-dimensional sector of the internet where people can live a parallel existence with their own avatar or alter ego. The world’s most profitable virtual game, World of Warcraft, which has more than 11 million paying participants, released a long-awaited expansion that generated midnight queues as enthusiasts vied with each other to steal a march in the new version. The Chinese government, realising that virtual worlds are an unstoppable phenomenon, announced it was planning to impose a 20 per cent tax on profits earned within them rather than, as hitherto, banning such virtual transactions. And a British couple who got married after meeting in Second Life are divorcing after the wife caught her husband chatting up another woman in the virtual world.”

6. Gearlog (USA) – Hands On: Disney’s Pixie Hollow Clickables. “If your daughter is one of the many girls obsessed with Pixie Hollow, then this year’s gift list will probably feature Techno Source and Disney Consumer Products’ new Clickables Fairy Collection featuring Disney Fairies. Pixie Hollow is Disney’s newest virtual world, and over 7.5 million Disney Fairies avatars have already been created. Girls can escape into Tinker Bell’s world to help bring about the change of seasons by meeting friends, playing games, and collecting items in nature.”

7. The Telegraph (UK) – Second Life infidelity is no less real. “A man and a woman fall in love and get married. The man’s head is turned by another woman. The marriage breaks up, and the man becomes engaged to the new woman, while his wife goes on to find a new partner. Nobody’s a villain here. It’s a sad story, the break-up of any marriage. There’s betrayal, sure – but there may also be the beginning of two separate love stories, and the end of something that was causing neither partner happiness. It’s the second-oldest story in the world: the one that comes right after “boy meets girl.”

8. The Herald (UK) – Sinister reality of fantasy game. “At 4pm on a Thursday in central Edinburgh, Aaron Campbell is beating the traffic with an armoured wolf. The shaggy creature leaps across a wooden bridge and through a market-place unimpeded by the assortment of gnomes, dwarves and orcs milling around. No, it’s not Lothian Road on a fancy dress club night, but the virtual world of Northrend, a newly released continent in the hugely popular online role-playing game World of Warcraft. Aaron, 20, and several other members of his playing “guild” have met up at the Ministry of Gaming cafe on Bread Street to try out WoW’s hotly anticipated expansion set, Wrath of the Lich King, which was released at midnight on Thursday. Three of them went as the clock struck 12 to pick up their pre-ordered copies at Gamestation on Princes Street. The shop sold out the same night.”

9. Eurogamer (UK) – Blue Mars gets beta, launch dates. “Avatar Reality has let Eurogamer know that its massively multiplayer virtual world Blue Mars will enter beta testing at the turn of the year, in January 2009. The first-time developer expects this to last for around three months, before the full game launches in April. And perhaps there will be time for some tea and biscuits if all goes well.”

10. Ars Technica (USA) – Snowy game, VR goggles take burn victims’ minds off of pain. “You’d think being seriously wounded on the battlefield would be the most painful thing a soldier could go through, but the recovery from burns can take months of agonizing physical therapy that prolongs the suffering. In some cases, healing can be more painful than the original trauma. What if you could take patients away from their immediate surroundings when cleaning their burns or stretching the skin during physical therapy? A virtual reality game created to help patients deal with pain hopes to do just that.”

Shadows on the wall, mimes in the street

Feldspar - at my command?

“… their avatars were less coy. While flesh and blood reporters and photographers banged on the door of the couple’s homes, virtual ones were trying to doorstep …”

” … one of the South West staff who “controlled” Meggy, ” … our characters started chatting and it was different. … Amy’s character was much more confident in the game than she was in real life.””

” … his character got the run around from Barmy because he was a novice in the ways of Second Life, … “It was difficult sometimes because there was a blurring between reality and Second Life.”

All quotes above from How South West News got its divorce scoop in Second Life.

The above article is from the Guardian, Friday November 14 2008. Giving the impression that ‘characters’ (perhaps they mean ‘avatars’) have independent action, and perhaps a life separate from their creators, this article demonstrates a common fallacious idea. An avatar, whether as a component of a gaming or non-gaming digital environment, cannot be said to be controlled by a person, nor can it have its own actions.

An avatar, in digital terms, is a visual representation of the person behind the screen. As the person behind the screen, you do not have direct access to you avatar – as many a person has bemoaned on the Second Life development lists, there is no way even for programmers without access to the servers for a digital environment to move or otherwise interact with an avatar.

Instead, what we have access to is an ‘agent’. The agent – defined either as an entity capable of action, or as something that acts on behalf of a[nother] person – is the thing that acts on your behalf. When you create input through your keyboard or mouse, those instructions run through your agent to the server. When ‘you’ move, you are changing the location stored in your agent. Effectively, the agent is an invisible point in a virtual space which moves by proxy. The avatar then, is a visual representation of changes you have made, or actions you have taken, through your agent.

In a digital environment, the things you can typically do involve moving, communicating, and interacting with or editing objects. In each case, your input is sent from your input device to the servers via your client and through your agent. Some manner of response to that input is then sent back to your client. This response might lead to text being displayed on your screen, or you hearing some audio output, if you are communicating; if you moved, the response will involve visual output – you will see your avatar ‘walking’ or perhaps ‘flying’, moving with respect to the background. If you are interacting with an object, you may receive visual output or text-based output, depending on the type of interaction. In each case, the agent acts on your behalf – moves, communicates, or interacts – and you then receive a response based on your actions.

Your agent is not the only entity that can cause a reaction in your avatar. If in Second Life another person starts to type, your avatar will turn their head in the direction of their agent, independently of any action you might take, unless your camera is locked. The servers may also cause your avatar to react. You can send an action request to your avatar through your agent to allow your avatar to be animated, but your agent is still doing the work on your behalf. Your ability to get an avatar to do anything that does not reflect an action you took at the input level, then passed through an agent, is very, very limited indeed.

Finally, an avatar most certainly has no life of its own. It cannot do anything the agent has not done, since it is a visual representation of what the agent is doing. Avatars do not communicate; people communicate through their agents. A somewhat inadequate analogy might be this: think of your computer hardware as if it were your phone – would you say that phones talk to each other? Think of your agent as a person taking dictation and typing out Teletext for a deaf person – would you say that you are communicating with the person you called, or the person taking dictation? Think of your avatar as an annoying street mime, following you and reacting only to your actions. Better yet, think of your avatar as a shadow thrown against a cave wall – would you say that the shadows had a life of their own, and could wander off and communicate with other shadows?

It may seem like a purely semantic issue – does it matter whether avatars can do these things or not, or which terms are used to couch these ideas? Well, it matters very much to the people who design and code digital environments and it matters in legal terms. It should be of importance to you, whether you are a user of these environments, or a reporter of these environments, or an outsider. Why?  It means that many of these amazing and outlandish stories never even become an issue, and that people have a better understanding about how these things work, legally and socially. There’s less cause for confusion and less wiggle room for those gaming the system.

Wouldn’t you rather know where you stood on this issue concerning digital environments?

Wrath of the Lich King – has it been popular?

Its been a couple of days since Wrath of the Lich King was released, and its been difficult to get a grasp on how popular the expansion has been. Until this afternoon when I attempted to log in:

This is the first time I’ve ever seen that message in the year I’ve been playing World of Warcraft – and the realm I play on (Draka) is a low population one.

I then took a look at the Oceanic realm list:

It’s fair to assume queuing will be a regular feature of the game over coming weeks – what will you do to while away the wait?

Weekend Whimsy

Every week we pick some machinima, ranging from amateur to professional, that demonstrate some of the activity going on in virtual worlds.

1. I’m a Ute and I’m a Cougar #2 (Real Cougar)

2. YouNews – Second Life Divorce

3. Piece of Heaven Second Life

4. World of Warcraft Wrath of the Lich King – Three Days Straight

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