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The Avatar Affordances Framework: Mapping Affordances and Design Trends in Character Creation Interfaces

Published: 05 October 2015 Publication History

Abstract

Avatar customization is available in many games, but as yet there is no analytical framework capable of enabling systematic comparison between games. To investigate this issue, we present our novel analytical framework, referred to as the Avatar Affordances Framework. To model the framework, we analyze the character creation interfaces of 20 games. We focus in particular on the different ways gender and ethnicity are presented to players. Preliminary analysis reveals that many popular games have socially exclusive values, and that high fidelity character creation interfaces are no exception. The framework itself offers a more comprehensive tool than previous (e.g., count-based) approaches to investigating self-representation issues in character creation interfaces.

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  • (2024)Exploring the Influence of Avatar Skin Tone in VR Educational GamesCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678799(227-234)Online publication date: 14-Oct-2024
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      cover image ACM Conferences
      CHI PLAY '15: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play
      October 2015
      852 pages
      ISBN:9781450334662
      DOI:10.1145/2793107
      Permission to make digital or hard copies of all or part 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 components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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      Published: 05 October 2015

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      Author Tags

      1. avatar affordances framework
      2. character creation interfaces
      3. gender: ethnicity
      4. interface analysis
      5. self-representation

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      • (2024)Exploring the Influence of Avatar Skin Tone in VR Educational GamesCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678799(227-234)Online publication date: 14-Oct-2024
      • (2024)Investigating VTubing as a Reconstruction of Streamer Self-Presentation: Identity, Performance, and GenderProceedings of the ACM on Human-Computer Interaction10.1145/36373578:CSCW1(1-22)Online publication date: 26-Apr-2024
      • (2023)Background Checks: Disentangling Class, Race, and Gender in CRPG Character CreatorsGames and Culture10.1177/1555412022115034218:8(979-1003)Online publication date: 5-Jan-2023
      • (2023)Work vs. Leisure – Differences in Avatar Characteristics Depending on Social SituationsProceedings of the 16th International Symposium on Visual Information Communication and Interaction10.1145/3615522.3615537(1-9)Online publication date: 22-Sep-2023
      • (2023)GANCollage: A GAN-Driven Digital Mood Board to Facilitate Ideation in Creativity SupportProceedings of the 2023 ACM Designing Interactive Systems Conference10.1145/3563657.3596072(136-146)Online publication date: 10-Jul-2023
      • (2023)Towards Inclusive Avatars: Disability Representation in Avatar PlatformsProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581481(1-13)Online publication date: 19-Apr-2023
      • (2022)Having skin in the game: How players purchase representation in gamesConvergence: The International Journal of Research into New Media Technologies10.1177/1354856522109971328:6(1621-1642)Online publication date: 16-May-2022
      • (2022)Exploring the Influence of Demographic Factors on Progression and Playtime in Educational GamesProceedings of the 17th International Conference on the Foundations of Digital Games10.1145/3555858.3555873(1-15)Online publication date: 5-Sep-2022
      • (2022)Audio Matters Too: How Audial Avatar Customization Enhances Visual Avatar CustomizationProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3501848(1-27)Online publication date: 29-Apr-2022
      • (2021)Me, Myself, and Not-I: Self-Discrepancy Type Predicts Avatar Creation StyleFrontiers in Psychology10.3389/fpsyg.2020.0190211Online publication date: 15-Jan-2021
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