This paper proposes that though Self is both persistent and variable in game space, the influence of self over character avatars is reflected by the influence of character avatars on the self. Projecting identity into a character avatar has a direct influence on the identity of the player, both within the game and in their physical world.
Drawing upon studies, experiments, and experience from academics in the fields of social sciences and game studies, it will be argued that there exists a symbiotic relationship between the personal identity of the player and the character avatar created to represent the player in game space, a relationship reinforced by social interaction and in-game achievements.
By recreating identity through the creation of a character avatar, players are empowered by their character’s appearance, success, and society, via a conduit of identity ownership and responsibility. Through this mechanism of self-exploration and experimentation (Adams, n.d.; Turkle, 1994, 1995), players with low self-esteem experiencing some discrepancy between their actual and ideal selves, can adopt the traits reinforced through the process of game play and improve their perception of actual self (Adams, n.d.).
Therefore, this paper proposes that there is much to be gained for socially awkward individuals by creating character avatar identities in role-playing games, and participating in socially reinforcing activities from behind a mask of percieved anonymity.
“…who we choose to be in turn shapes how we behave. While avatars are usually construed as something of our own choosing – a one-way process – the fact is that our avatars come to change how we behave.” (Yee & Bailenson, 2007)
The ‘I’ in Identity
Identity may reasonably be described as a set of traits reliably demonstrated by an individual to distinguish that individual from others. Such traits may include physical appearance, temper and temperament, intelligence, humour, tastes, and interests. However, individual identity also relies greatly upon perception (Yee & Bailenson, 2007), both by the individual themselves, and by others interacting with the individual. What the individual sees of their identity may not align with how others perceive their identity. Additionally, what the individual perceives of their identity may not align with their desired identity, a condition Higgins (1990) calls self-discrepancy.
Self-discrepancy describes the difference between an individual’s perceived ‘actual self’, and their desired ‘ideal self’, a discrepancy that varies between individuals and depends on the degree of their self-esteem. Accordingly, individuals with depression and low self esteem will have greater self-discrepancy.
The ideal self is the self identity an individual aspires to be; possessing identity traits perceived to be superior to the actual self. The ideal self may be more attractive, intelligent, or articulate than the perceived actual self, and the greater the difference between the actual and ideal selves perceived by the individual, according to self-discrepancy theory, the lower the individual’s self esteem.
But what happens when the individual has the chance to recreate themselves in the image of their ideal self? An opportunity afforded by avatar creation in many games released today.
Avatar: The power of recreation
Once a character oriented game is installed, the player’s first task is to create a character to represent them in the new game world. Whether it is an MMO or an offline PC or console game, the player needs an avatar to provide the conduit that will project them into the game environment. Though the avatar is essentially the focal point of a game’s interface (Blinka, 2008), the ability to modify and design its appearance is the player’s first opportunity to creatively craft the identity they want to take with them into the game. The player becomes the anonymous wizard behind the curtain, pulling the strings that move the character avatar, around which their new identity is formed.
Turkle (1994, 1995) suggests that character creation is a player’s chance to safely, and anonymously, explore and experiment with their identity, but the rules of games like MMOs are such that characters are limited by mechanics and physics rather than the player’s imagination. Avatars must be chosen from a selection of races (such as humans, elves, or dwarves) which restricts players to game-created templates of avatar dimensions and abilities. Most games permit some latitude in customising these templates, allowing changes in hair style and colour, skin tone, and frequently the shape of their features via a series of slider-bars with pre-designed options to mix and match. The result is an avatar near to the actual appearance of the player, or resembling the ideal appearance of the player’s ideal self, depending on their level of self-discrepancy (Bessiere, 2007).
Players are also often required to select character traits, (such as warrior, rogue, hunter, or healer), providing the avatar with additional qualities and skills as well as giving the player the opportunity to determine their character’s personality type. They can identify with a warrior class and perceive themselves through their avatar to be strong, brave, and heroic. Alternatively, they can identify with the rogue class, generally expected to be underhanded, light-fingered, sly, and not to be trusted. Each trait possesses useful skills for playing the game, but the myths culturally imbued into character traits influence player perception (Adams n.d.). A warrior character is as much a collection of 3D animations as the healer character, but players are socially predisposed to viewing each as possessing a nature, or an identity, ascribed to their traits (Adams n.d.).
Players disposed to playing warriors may not consider their actual self as being heroic, but players whose ideal selves are perceived as being primarily heroic in nature have the opportunity to create that identity, essentially becoming the heroic warrior through computer mediated space. Creating alternate characters with different class traits enables players to explore different aspects of their self; their shadow self, their heroic self, their good or bad self. Ultimately, the player will settle on a primary character avatar they are most comfortable playing, the character whose identity best reflects the self they most want to project. Enduring characters are imbued with more identity value.
The freedom Turkle associates with character creation in MUDs is necessarily restricted by game physics, but there still exists the opportunity to build a character within such mechanics to produce an identity for the player. Beginning with character appearance, players can create, within the scope of the game, a verisimilitude of their actual self, or their ideal self; a decision based on the self-esteem of the player, according to Bessiere, Seay, and Kiesler (2007). Players who identify their actual self as being plain or ugly, short or overweight, may create a character to suit their ideal dimensions and characteristics, becoming tall, slim, attractive, and athletic.
Research by Bessiere (2007) suggests that the creation of attractive avatars may have a positive influence on players with low self-esteem and high self-discrepancy.
Game Effect
Higgins’ self-discrepancy theory was incorporated into self-esteem research amongst gamers by Bessiere (2007), interested in determining the feedback influence of avatar characters on their physical players. Simply, did creating and playing an attractive avatar, representing the player’s ideal self, improve the player’s self-esteem and perceived actual self? Results from this research suggest that fulfilling identity ideals via an avatar can have a positive influence on actual self image and identity. Productive activity in game space promotes an emotional bond with, and through, the player’s character avatar (Blinka, 2008).
As mentioned previously, the avatar is essentially the focal point of the player’s game interface, but through the process of game play and immersion in the game environment, players experience a self-projection through ‘flow’ (Csikszentmihalyi cited in Cheng & Cairns, 2005), assisted by the mechanics of in-game camera angles, avatar movement, and response to mouse and keyboard commands. The player controls the avatar, whose presence in game space both exists because and relies upon the stimulus of the player, who possesses absolute control over the avatar. Without input from the player the avatar stands idle, but with the right input the avatar interacts with merchants, quests givers, monsters, and other avatars, with immersion coalescing the physical and game dimensions (Blinka, 2008) until the player stops considering their avatar as ‘my character’ and begins thinking of them as ‘me’ (Kimppa & Muukkonen, n.d.): ‘I am my character and my character is me’. The player, via their avatar, becomes an inhabitant of the game world.
As an inhabitant of the game world, the player and their character avatar experience game play through action, projection, and reflection (Schutz cited in Chee Vieta & Smith, 2006), whereby the player is at once engaged in their given task, as well as anticipating how that task will contribute to the greater whole of a much larger task, and reflecting upon the progress made to reach their current point. This multiplicity of self experience brings the player and character avatar together as a working and producing whole, oriented within the game narrative and environment.
In this context, with the character avatar identity belonging to the player, the player achieves a symbiosis with their avatar in which they share in, or own, the avatar’s success in the game. Every triumph for the avatar is a triumph for the player. Via their avatar, players negotiate their way through the game narrative, complete quests, hunt monsters, and form relationships with other avatars, whose cooperative players contribute to the feedback and reinforcement of player identity.
Approval Rating
A vital contributor to identity formation and the concepts of actual and ideal self is interaction with others; social reinforcement of actions, behaviours, and even approval for our appearance (Yee & Bailenson, 2007). Individuals whose self-esteem is low and self-discrepancy is high may have developed their conditions either through direct social enforcement, or perceived social enforcement. In either case, the perception others hold for the individual is integral to the perceptions of the individual for their self and their identity.
The same principles apply in game space, where the opinions of other players are integral to the perception of player character identity. Being considered powerful, skilful, and favoured by other players for group ventures, translates through the avatar to the player, whose self-esteem is bolstered by the sense of achievement and reputation gained from peer approval (Bessiere, 2007; Donath, 1996; Kimppa & Muukkonen, n.d.). The character’s ability to complete quests, accrue wealth, contribute to the group dynamic through filling a functional role, influences the opinions of other players, whose perception of the player’s identity relies solely on the player’s avatar (Ducheneaut, Moore, Nickell, & Kimppa & Muukkonen, n.d.; Yee, 2006). Real names may not be disclosed, and real selves never revealed, as the only identity important to the social sphere in the game environment, is the character avatar, their skills and capabilities.
The freedom of anonymity means individuals may recreate themselves within the image of an avatar, to act, interact, and talk with others as the identity they aspire to be rather than the identity they perceive of their actual self (Bessiere, 2007; Bargh, McKenna, Fitzsimons, 2002; Ducheneaut et al., 2006). By engaging with others in their chosen guise, feedback behaviour suggesting approval for the identity created, social acceptance by peers, commitment and obligation, the margin between actual and ideal self diminishes, resulting in less self-discrepancy and higher self-esteem.
Aspects of self not necessarily experienced or validated in ‘real life’ (Bargh, McKenna, Fitzsimons, 2002), are optimised and expressed socially through semi-asynchronous chatting with other inhabitants and action/mood animations, furthering the identity of the character avatar as their primary identity cue in the game. The player has an author’s control over their in-game self and their interactions within the game, but they are also subject to the normative and conforming pressures of expectations and stereotypes socially ascribed to their character.
Group Effort
The desire to communicate and be social is a driving motivation for players to engage with online games and to connect with other players to achieve a common goal (Chee Vieta & Smith, 2006). Individuals lacking the means or social skills necessary to interact face to face in the physical world can find a satisfactory substitute society via the game environment. Game objectives provide a common foundation and purpose for interaction, and successfully attaining these objectives socially creates a unity of shared experiences between players who might otherwise have nothing else in common. Relationships and associations are established through trust building scenarios where survival depends upon group cooperation and every player fulfilling their given role (Chee et al, 2006).
Fostering a sense of belonging with the group and serving a vital role to fulfilling group objectives provides positive feedback to the player, reinforcing their sense of self and bolstering their self-esteem (Kimppa & Muukkonen, n.d.); thus reconditioning a socially anxious or awkward individual to seek physical world interactions with their new sense of identity. Playing a vital role that contributes to success for a social group, such as a guild or alliance, is empowering feedback through a player’s character avatar.
Skills and Achievements Unlocked
What is to be gained from creating avatars and playing characters in social games? It has already been mentioned that feedback from the game via the avatar can have a positive influence over a player’s perceived actual self, but how does this feedback manifest in a game? As the player projects identity into their avatar, creating a character for the otherwise empty ‘vessel’ that is nothing more than a series of points and collection of statistics, they are transported into the space the avatar occupies through their investment of self and subsequent immersion.
Creating an attractive avatar to animate a player’s character can influence the player’s demeanour when engaging with other player characters. Perceiving their avatar as being attractive makes players bold, assertive, decisive, and more eager to interact than when players perceive their character avatars as being plain, or even unattractive. Research (Yee & Bailenson, 2007) also suggests that adjusting height parameters for characters can also influence player behaviour, as taller avatars provide player confidence, even aggression, whereas shorter characters may be more reserved, passive, or shy.
Perceiving character avatars a certain way, as mentioned above regarding character traits, can influence a player to behave in a way culturally, or socially, appropriate to their appearance. Feedback occurs dually from response to the character avatar’s appearance, and the player’s demeanour, thereby reflecting (positively or negatively) on the player’s created identity.
Responsibility for the character’s in-game achievements can also bolster a player’s real world skill set, teaching through social and ludological endeavours leadership and tactical skills, management and coordination skills, and communication and team building skills (Adams, n.d.; Yee, 2006). Such skills are valuable in the physical world, and empowering for those who have newly discovered them through game play.
End Game Rewards
Players have been observed to create several character avatars where they have the opportunity to do so, but spend most of their time with one – the character whose identity they prefer. Other, alternate avatars may be character identities simply to fulfil necessary functions for social objectives, or, as Turkle suggests, provide opportunities for further exploration of self in new character identity contexts. But players invest most of their self, actual or ideal, in their primary character avatar.
This investment of time and resources, and the commitment to that character avatar’s success, reaps rewards for the player beyond the next achieved level or the next ‘epic drop’. Though progress through the game unlocks achievements enough for surface satisfaction, further investigation into the satisfaction inherent in game play reveals the relationship between player and their character avatar is that of mutual dependence and shared achievement.
Players project themselves into their game via their avatar, whose character is determined as much by game mechanics as by the identity imbued by the player. The avatar’s progress, successes and failures, are felt by the player as their own, though the avatar may be completing complex tasks, travelling vast distances, and casting intricate spells whilst their player guides them from behind a keyboard and mouse or game console. The player could not exist in game space without their avatar, and the avatar could not move through that space without the guidance of a player; they are inextricable intertwined from the outset.
The feedback through the symbiotic relationship from the game world bolsters self-esteem, bridges the distance between actual and ideal self, and teaches useful life skills, all through regular interaction with the game environment and relationships with other players working in that space.
By acknowledging a positive relationship between the player and avatar, the player must also acknowledge a positive relationship with their self.
Me, My Self, My Character, and I: Role-playing Identities in Ludic Space. by Amy Bear is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 2.5 Australia License.
Based on a work at networkconference.netstudies.org.
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