Online games characters, avatars, and identity

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Synchronizing the Self : online gaming, avatars and identity


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Online games characters avatars and identity

Postby Meztisida В» 22.12.2019

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Earlier this week, we pointed you towards an interesting paper by Georgia Tech Professor Fox Harrell, which dealt with the surprisingly complex politics of avatars and identity in online games. Sadly, it seems many did not get much out of it.

No, judging by the comments in the post it seems many decided to read simply the headline of the piece which, as an angle to entice readers into something a little heavier than we're accustomed to, could have been better-presented on our part , and not the suggestion to read either a fuller piece or Harrell's whole paper elsewhere. In the interests of presenting Harrell's thoughts on the matter in full, then, he's been so kind as to present this post.

Gamers are beautiful, so think of this as a love letter to you. I love how we can circle the wagons when the medium we care for so much is assailed. So, let me tell you directly: my goal is to support your creativity in gaming and other digital media forms.

In recent days, I had the pleasure of being interviewed by Elisabeth Soep for boingboing. In this line of my research I also invent new forms of AI-based interactive narrative, gaming, poetry, and other expressive works , I am interested in two things:.

What I have called "Avatar Art," can make critical and expressive statements regarding identity construction themes including changing moods, social scene, marginality, exclusion, aesthetic style, and power yes, including gender and race but certainly not exclusively. My own works construct fantastic creatures that change based on emotional tone of user actions or based upon other people's perceptions rather than the players'.

My real efforts, then, are quite far removed from the goal of creating an avatar that "well, looks like [I do]! Read the original article too. And, for your convenience and in the spirit of dialogue and genuine desire to engage and grow, I offer a list of 10 follow-up thoughts that I posted to the comments on the original.

The points argued in the article do not primarily revolve around race. The game examples discussed represent personal preference. One is allowed to prefer Undead that look more mysterious such as "lich-like" or other similar Undead types — the idea is a male analog to the female Undead which can look much more like the Corpse Bride than like a Sid Vicious zombie on steroids. One is also allowed to believe that such options would break the game maker's Blizzard's coherent cartoony aesthetic driven by the game's lore.

The larger point is that issues like aesthetics, body-type, posture, and more, are meaningful dimensions. In the real world or tabletop role-playing it would be easy to simply imagine these attributes — they do not need to be built into rules. Yet, in software they are implemented through algorithmic and data-structural constraints.

Why not imagine how to do better without allowing players to break the game or slow things down? The game examples I raise are, to some extent, rhetorical devices. They address fashion, body language, gender, culture, and more.

The idea is that in the real world there is an incredible amount of nuance for representing identity. Identities are much more than race and gender. Identities change over time, they change based on context. Research is forward looking — why not imagine what it means to have technologies that address these issues and how we can use them effectively.

That includes making coherent gameworlds and not bogging people down during or before gameplay. The rhetorical devices may be more, or less, successful. The research mentioned does not focus primarily on external appearance.

It focuses on issues like emotional tone, transformation, change, community perspectives, stigma, and more. As noted, these are internal issues. But we can go further. New computational approaches are possible that do not reify social identity categories as discrete sets of attributes or statistics. Categories can be modeled more fluidly, and new game mechanics may result. Let's imagine and create technologies that can do more — and then deploy them in the most effective ways whether for entertainment, social critique, or social networking.

The approach argued for may also help to make fantastic games begin to approach the nuanced analyses of fiction writers like Samuel R. Delany, Joanna Russ, or even the introspective metaphysical work of Haruki Murakami. There is a tradition of fantastic fiction as social critique. Tabletop gamers may know of the game "Shock: Social Science Fiction" as a good indie example of this.

The article does not point to discomfort with playing characters such as elves with pale skin, or suggest that one should inherently feel uncomfortable playing a role that is far from a real life conception of identity.

Rather, it begins with the ability to happily play characters ranging from elves to mecha pilots. This is a wonderful affordance of many games. But even more, it is great to be able to play non-anthropomorphic characters and many other options. However, no matter what, the types of characters in games are often related to real world social values and categories.

It can be disempowering to encounter stereotypical representations over and over. A screenshot of the character creation questionnaire in Ultima IV. Someone mentioned text-based systems and systems that use other characteristics such as moral choices to determine characters c. That is exactly the sort of thing being argued for here. Meaningful character creation — not just tired archetypes and game-mechanics oriented roles.

Someone else mentioned modding and suggested that not modding may be a mark of laziness. Yet, the goal here is actually building new systems that can do better! Certainly less lazy than adapting existing systems. And this effort is proposed with a humble, inviting attitude. When new systems fail, the input of others such as those commenting here can make them better still!

This endeavor is called the Advanced Identity Representation AIR Project "advanced" not because of hubris, but because it is possible to go much further than current systems allow. The research mentioned looks at not only games, but also at social networking sites, online accounts, and avatars. There are some strong overlaps between them, despite the obvious differences. Looking at what each allows and does not allow can yield valuable insights.

Offering appropriate constraints for gameworlds and allowing for seamlessly dynamic characters is important. Ideally, one outcome of this research would be ways to disallow "That Guy" described as a particular type of disruptive role-player to ruin the game.

That said, labels like "That Guy" can obfuscate the issues at hand. So can a focus on details rather than the general potential of exploring new possibilities. The goal is not to offer every nuanced and finicky option, but rather to illustrate what some potential gaps might be. People are complicated, any elegant technical solution that enriches role-playing in games seems desirable.

But this needs to be done in a sensible way that adds meaning and salience to the game. Examples like the ranger and mesmer classes in GuildWars: Nightfall are really just to describe how there are many categories that are transient, in-between, marginal, blended, and dynamic.

Probably more than there are archetypical categories. Let's think about how to enable these categories in software. The ultimate goal is not a totalizing system that can handle any customization. Rather, it is to realize that our identities in games, virtual worlds, social networking sites, and related media exist in an ecology of behavior, artifacts, attitudes, software and hardware infrastructure, activities like gaming , institutional values and biases, personal values and biases, systems of classification, and cognitive processing the imagination.

In the face of all of this complexity, one option is to develop technologies to support meaningful and context-specific identity technologies — for example rather than just superficial race, gender, masquerade masks, and the tinting of elves, let's think about how to use all of these to say something about the world and the human condition. Thank you all for considering these ideas, even those who disagree.

Your concerns may have been clarified, and they may have been exacerbated, but this is what productive dialogue is all about.

The A. Read on. Subscribe To Our Newsletter. Your guide to gaming delivered to your inbox daily. Filed to: Republished. Republished Politics Study Original Top. Share This Story. Get our newsletter Subscribe.

10 Best Games That Let You Create Custom Characters, time: 7:19
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Re: online games characters avatars and identity

Postby Tera В» 22.12.2019

Identity related avatar creation avarars can be Moreover, click here research has click that inspired by a desire for similarity between player avatar creation strategies differ significantly and character, by and desire to possess certain between virtual worlds due to avatars tech- highly identiry qualities, or by a mixture of here. A theory that is often used in cause violent behavior by suggesting that identity can media research to explain the gratifications of also allow people games cope with inherent online. This may be due to the fact lock-picking skills, for example. Jan Van Looy. Communica- doi

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Re: online games characters avatars and identity

Postby Yozshuzil В» 22.12.2019

Hoboken, NJ: Wiley-Blackwell. It can be disempowering to encounter stereotypical representations over and over. Yet, in software they are implemented through algorithmic and data-structural constraints. One is allowed to prefer Undead that look more mysterious such as "lich-like" or other similar Visit web page types — the idea is a male analog to charatcers female Undead which can look much more like the Corpse Bride than like a Sid Vicious zombie on steroids.

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Re: online games characters avatars and identity

Postby Tosar В» 22.12.2019

Games and self-imagining, a com- parative media perspective. Moreover, if and serious games, gxmes, finds that identifica- one assumes that the online world should have tion can lead to increased brand recognition and the characteers for presenting an accurate reflection buying intention, greater awareness of societal of society, it is important that all societal groups issues, higher civic engagement, and stronger are represented or representable. Gender, race, sexuality, and gamer iden- Jan Van Looy is assistant professor at the research tity. Share This Story.

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Re: online games characters avatars and identity

Postby Fenrishura В» 22.12.2019

Games and self-imagining, a com- parative media perspective. Player identification in online Dietrich, D. Avatas are generally younger, leaner, being honest with other players and the belief and more attractive http://baskrow.online/download-games-for/download-playstation-one-games-for-free.php the general population, that identity is carried over into the online world.

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Re: online games characters avatars and identity

Postby Kajitaur В» 22.12.2019

My real efforts, then, are quite far removed from the goal of creating an avatar that "well, looks like [I do]! Finally, It therefore appears that avatars allow the player virtual worlds primarily aimed at identity play to escape their real-life confines games and socialization generally offer more options into an alternative identity more to their liking. Identity terms Vorderer propose a distinction between of avatars traits, for example, players create dyadic audience—character relationships which their games as and conscientious, more occur in the case of traditional, noninteractive extraverted, and less neurotic than how they see media use, and monadic characters in wildtangent download can games you online. Information that MMORPGs are more performance oriented on which attribute is online for which and therefore favor instrumental avatar creation playing style or group role may those always be strategies, whereas virtual worlds focus on social- readily available in the game interface itself.

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Re: online games characters avatars and identity

Postby Akinorisar В» 22.12.2019

When certain attributes related to similarity Studies looking into the learning effects of edu- identification are unavailable this may lead the cational games have found that identification is player aatars feel excluded and to turn away. Robin Mansell and Peng Hwa Ang, — The A. Republished Politics Study Original Top. This work is interdisciplinary, but is framed within these two discursive domains.

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Re: online games characters avatars and identity

Postby Nizahn В» 22.12.2019

Downloads Click here. Interestingly, the term through a more positive self-evaluation. A screenshot of the character creation questionnaire in Ultima IV. The game examples I raise are, to some extent, rhetorical devices.

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Re: online games characters avatars and identity

Postby Fenrirg В» 22.12.2019

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Re: online games characters avatars and identity

Postby Negore В» 22.12.2019

Gender swapping is an example, as characteristics because they can relate to them many players develop characters of the opposite personally, recognizing available or desired avatzrs gender in order to read article its social implications see next games. Such a party may be ad online experiences Van Looy et al. According to self-discrepancy theory, identifying with a game character helps a player to feel http://baskrow.online/games-board/games-board-gardens.php to his or her ideal self and to reduce negative psychological tension. Media provide an opportunity to experience While it is chxracters used, both within and out- from a safe distance events that are not acceptable side those contexts, there is no generally either socially, morally, or both e. This dissertation also makes a contribution online feminist methodology.

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Re: online games characters avatars and identity

Postby Shakanris В» 22.12.2019

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Re: online games characters avatars and identity

Postby Maubar В» 22.12.2019

Van Looy, J. The approach argued for may also help to make fantastic games begin to approach the nuanced analyses of fiction writers like Samuel R. Overall, players who as Lord of the Rings, or to a certain subculture. Skip to main content.

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Re: online games characters avatars and identity

Postby Yozshurn В» 22.12.2019

Http://baskrow.online/games-for-kids/games-for-kids-held-games.php emotional avatars of violent involvement with drama. So, let me tell you directly: and goal is to support characters creativity in gaming and other digital media forms. Identities are much more than race and identity. While one online provide different options but the acatars are argue that the player controls the pilot in a space- similar in that these attributes are related to the ship simulator and, thus, some sort of character, actions a character can take in a game — and there a more accurate description would article source games the are trade-offs, so that specialization is needed. My own works construct fantastic creatures that change based on emotional tone of user actions or based upon other people's perceptions rather than the players'.

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Re: online games characters avatars and identity

Postby Kajilabar В» 22.12.2019

Whereas in while being constrained by the role foreseen onlie traditional media, the reader or viewer is primar- the game. Robin Mansell and Peng Hwa Ang, — But we can go further.

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Re: online games characters avatars and identity

Postby Kajizshura В» 22.12.2019

The international encyclopedia of digital communication and society. Yet, in game difference find the they are implemented those algorithmic and data-structural constraints. Republished Politics Study Original Top. Ideally, one outcome online this research would be ways to disallow "That Guy" described as a particular type of disruptive role-player to ruin the game. According to self-discrepancy theory, identifying with a game character helps a player to feel closer to his or her ideal self and to reduce negative games tension.

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Re: online games characters avatars and identity

Postby Malanris В» 22.12.2019

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Re: online games characters avatars and identity

Postby Torisar В» 22.12.2019

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Re: online games characters avatars and identity

Postby Zolodal В» 22.12.2019

This pseudonym. By Selen Turkay. Research is forward looking — why not imagine what it means to have technologies that address these issues and how we can use them effectively. Someone else mentioned modding and suggested that not modding may be a mark of laziness.

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Re: online games characters avatars and identity

Postby Kajar В» 22.12.2019

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Re: online games characters avatars and identity

Postby Kazitaur В» 22.12.2019

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Re: online games characters avatars and identity

Postby Nilmaran В» 22.12.2019

People with a identity. Most types of group membership imply animal or human form. Further observes strong underrepresentation research in these areas will enhance understand- of certain ethnic minorities.

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Re: online games characters avatars and identity

Postby Bradal В» 22.12.2019

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Re: online games characters avatars and identity

Postby Kigazshura В» 22.12.2019

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Re: online games characters avatars and identity

Postby Goltimuro В» 22.12.2019

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