Avatar perception

Avatar perception

Ask yourself:  who’s avatar are we talking about? Is it your own or that of another person? Does the person controlling the avatar intend to represent themselves or a embody a different role? How do people perceive interactions with their own or other avatars? Does interaction and perception depend on the look of the avatar or how information is displayed surrounding it?

Exemplary focus areas for this line of research include:

  1. Self-Perception: Avatars play a pivotal role in shaping users' perception of themselves and others within virtual environments.  For example, the customization of avatars provides individuals with the agency to craft a digital representation that aligns with their self-concept or a wishful version of themselves. This process can significantly impact users' psychological immersion and emotional connection to the virtual experience.
  2. Sexism: A critical aspect of avatar perception involves examining the representation of genders within virtual spaces. Research has highlighted the prevalence of gender biases and stereotypes in avatar design, perpetuating societal norms and expectations. Sexist portrayals can influence users' perceptions of gender roles and reinforce existing biases, underscoring the need for thoughtful consideration in avatar creation to promote inclusivity and diversity. Further, contextual information (e.g., about the creator behind the avatar) influences the evaluation of the avatar.
  3. Enhancement: Virtual representations can be augmented or adjusted to enhance performance in a specific task. Not only does the intensity and the type of information matter, but also the location in relation to the self-representation. For example, information displayed closer to the perceived ego-center may be preferentially processed.  

Interested in hearing more about this line of research, want to collaborate or (if you are a student) write your thesis related to this research? Please contact Maximilian A. Friehs