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Comparing avatar game representation preferences across three age groups

Published: 27 April 2013 Publication History

Abstract

Avatar representation is an important interaction component of game design. In a game study of 36 mixed-age participants (teenagers, younger adults and older adults), we investigated three distinct types of avatars to differentiate user preferences and interests, primarily to determine if age affected the rating of these modalities. The results identified significant differences in the perceived attractiveness, homophily, engagement and expressiveness of the avatar representations across the three age groups, particularly in relation to the older adults. Moreover, we identified subjective variations in player's preferences towards the movement and customization of the avatar features designed. The implications of this work are briefly discussed.

References

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McCroskey, L.L., McCroskey, J.C., and Richmond, V.P. Analysis and improvement of the measurement of interpersonal attraction and homophily. Communication Quarterly 54, 1 (2006), 1--31.
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Midha, V., and Nandedkar, A. Impact of similarity between avatar and their users on their perceived identifiability: evidence from virtual teams in Second Life platform. Computers in Human Behavior 28, 3 (2012), 929--932.
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Cited By

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  • (2024)Meaningful learning: motivations of older adults in serious gamesUniversal Access in the Information Society10.1007/s10209-023-00987-y23:4(1689-1704)Online publication date: 1-Nov-2024
  • (2023)Using Audience Avatars to Increase Sense of Presence in Live-StreamsComputer-Human Interaction Research and Applications10.1007/978-3-031-49368-3_20(326-337)Online publication date: 23-Dec-2023
  • (2021)Evaluating Tutorial-Based Instructions for Controllers in Virtual Reality GamesProceedings of the ACM on Human-Computer Interaction10.1145/34746615:CHI PLAY(1-28)Online publication date: 6-Oct-2021
  • Show More Cited By

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    Published In

    cover image ACM Conferences
    CHI EA '13: CHI '13 Extended Abstracts on Human Factors in Computing Systems
    April 2013
    3360 pages
    ISBN:9781450319522
    DOI:10.1145/2468356
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    New York, NY, United States

    Publication History

    Published: 27 April 2013

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    Author Tags

    1. avatar
    2. evaluation
    3. gameplay
    4. gesture
    5. older adults
    6. teenagers
    7. youths

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    CHI EA '13 Paper Acceptance Rate 630 of 1,963 submissions, 32%;
    Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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    Cited By

    View all
    • (2024)Meaningful learning: motivations of older adults in serious gamesUniversal Access in the Information Society10.1007/s10209-023-00987-y23:4(1689-1704)Online publication date: 1-Nov-2024
    • (2023)Using Audience Avatars to Increase Sense of Presence in Live-StreamsComputer-Human Interaction Research and Applications10.1007/978-3-031-49368-3_20(326-337)Online publication date: 23-Dec-2023
    • (2021)Evaluating Tutorial-Based Instructions for Controllers in Virtual Reality GamesProceedings of the ACM on Human-Computer Interaction10.1145/34746615:CHI PLAY(1-28)Online publication date: 6-Oct-2021
    • (2020)How Much Do Strategy Reports Tell About the Outcomes of Neurofeedback Training? A Study on the Voluntary Up-Regulation of the Sensorimotor RhythmFrontiers in Human Neuroscience10.3389/fnhum.2020.0021814Online publication date: 10-Jun-2020
    • (2019)The effects of anthropomorphic avatars vs. non-anthropomorphic avatars in a jumping gameProceedings of the 14th International Conference on the Foundations of Digital Games10.1145/3337722.3341829(1-5)Online publication date: 26-Aug-2019
    • (2019)The Technology Explorers: Partnering with Older Adults to Engage with Virtual Reality and Virtual AvatarsAgeing and Digital Technology10.1007/978-981-13-3693-5_14(231-246)Online publication date: 9-Jan-2019
    • (2018)Gender- and Age-related Differences in Designing the Characteristics of Stereotypical Virtual FacesProceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play10.1145/3242671.3242692(463-475)Online publication date: 23-Oct-2018
    • (2018)Designing the Lost SelfProceedings of the 2018 Designing Interactive Systems Conference10.1145/3196709.3196773(441-452)Online publication date: 8-Jun-2018
    • (2017)Negotiating stereotypes of older adults through avatarsProceedings of the 29th Australian Conference on Computer-Human Interaction10.1145/3152771.3152795(218-227)Online publication date: 28-Nov-2017
    • (2017)FaceMaker—A Procedural Face Generator to Foster Character Design ResearchGame Dynamics10.1007/978-3-319-53088-8_6(95-113)Online publication date: 31-Mar-2017
    • Show More Cited By

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