Online Gaming Avatars Offer Individuals the Ability to Alter Self-Presentation and Identity within Virtual Environments and Communities

Abstract

The following paper discusses the usage of online gaming avatars within virtual environments and communities and the ability for individuals to alter self-presentation through avatars in an online gaming context. The articles utilised describe online gaming, communities and virtual environments through massively multiplayer online games (MMOs) such as World of Warcraft (WoW) and Second Life as a “third place” (Hendershott & Oldenburg, 1991) for sociability and computer-mediated communication (CMC) whereby users through in-game avatars depicting self or an altered self-presentation of self interact with one another within the online virtual environment.

 

Keywords: massively multiplayer online, computer-mediated communication, communities, World of Warcraft, identity, Second Life

 

Online Gaming Avatars Offer Individuals the Ability to Alter Self-Presentation and Identity within Virtual Environments and Communities

 

The rise in popularity of online gaming has lead to new ways in-which individuals can communicate, interact and present themselves online, and through usage of user-created, online gaming avatars individuals are afforded the ability to alter self-presentation and identity within virtual environments and communities outside of their “real self” (herein without quotation) as discussed and defined within this paper. The real self I define in this paper as an individual’s real world moral compass, attitude and disposition that user’s can willingly alter within virtual environments to explore new experiences or actions not permissible within a real world setting. As stated by Belk (2013), the changes and development of technology have affected the way we communicate, present and extend ourselves in a technology-based environment. Through examination of online games such as World of Warcraft (WoW) and Second Life as a computer-mediated communication platform (CMC), I aim to present an argument that convergence of network and interdependence of players within virtual environments contributes to community (Tseng, Huang & Teng, 2015) based upon use of in-game avatars and potential choice to alter self-presentation within these contexts. The paper will describe the genre of MMOs such as WoW and Second Life, the creation of avatars within virtual environments and the establishment of identity and social presence theory and capital within online virtual environments populated by user-created avatars depicting self. In entirety, the focus of this paper will therefore be limited to establishing that online gaming avatars facilitate the ability for individuals to construct an identity that portrays the real self, alter self-presentation or construct the ideal self within virtual environments, with the ability to form online communities through online gaming contexts.

Firstly, I will discuss the potential of new communication methods developed via internet connectivity and access and the advent of mediated social (virtual) spaces that have risen as a new form of social technology allowing individuals to meet and gather with new people or friends to communicate and interact (Kowert, Domahidi & Wuandt, 2014) within  gaming environments. This, as stated by Jenkins (2006), is the act of media convergence with contemporary mediums developing, and becoming more interactive and immersive for the participating audience. With the introduction of internet technology and formation of new methods of CMC from web-based text chat-rooms and the like, convergence of text-based chat, inclusive of internet technologies and the digital games medium has converged, creating the genre of MMOs combining communication with user interactivity within a virtual environment designed for individuals to inhabit as a shared point of connectivity.

An example of this type of social technology and convergence of mediums is within MMO titles such as WoW and Second Life, whereby users log into a virtual environment populated with user-created avatars, utilised as a means to interact with the playing environment and communicate with other avatar representations of individuals. Within the virtual environment construct, facilitated by MMOs, individuals are then afforded the opportunity to alter the real self, and their identity through vicariously acting through their in-game avatar as a means to interact with the gaming environment, other connected participants that are controlling their in-game avatar self and the collective game context. The representation of self within an MMO may see the individual use the avatar as a representation of real self, an ideal self or as a canvas to try out an alternate self (Belk, 2013). This can take the form of designing the avatar as a reflection of the individual’s real appearance, with in-game identity to match, or utilise the game to embody that of an Orc, Mage or Druid – in WoW – to name a few, while adopting the personality of an evil avatar within the virtual environment, going against ones real life moral compass.

Additionally to being a platform for communication and connectivity with the affordance to create a self within the virtual environment, Van Looy (2015) state media forms such as online gaming provide individuals an opportunity to safely experience acts such as crime, violence, and fantasy, without consequence, which may be in opposition to the individual’s real world moral compass. Therefore, virtual environments inhabited by avatar depictions of users can extend self or broaden emotional horizons outside of real world familiar settings, in addition to utilising the gaming platform that can be described as a multifaceted method of communication and connectivity. However, the notion of crime and violence may appear severe regarding exploration and vicarious use of avatars, given real world societal attitude and reaction to such acts that are deemed impermissible, the virtual construct as a self-contained entity is not constrained to real-world laws and regulations, therefore, allowing individuals to interact with the gaming world as separate to real life. This begins to form how an individual within a virtual environment can create an avatar depiction of him or her, or an altered self-presentation within the gaming construct while vicariously using the in-game world avatar to participate and form an identity while using the platform as a means to explore, express oneself and communicate.

In addition to Van Looy (2015), Kowert et al (2014) further state that by understanding the social affordance and anonymity made possible through online settings and environments as those within an MMO, they can afford those that are socially anxious, unskilled, or shy a means of interacting and communicating outside of a real world setting that may be socially discomforting.  This I argue, is that while MMOs may firstly be methods of CMC facilitated by internet technology, they are multifaceted in that individuals are afforded possibilities to engage with themes and fantasy not permissible within the real-world, while being a platform for those unskilled with face-to-face communication, being an outlet to communicate, partake, and participate within a safe virtual environment. Therefore, although the avatar is used to represent an individual’s place within the virtual environment, depicting real self or a representation thereof, individuals can overcome real-world issues through online gaming and feel a part of a community or as a means of exploration within a closed, safe virtual environment by using the avatar as an extended self (Belk, 2013).

Furthermore, by applying social presence theory to online gaming, virtual communities and communication, to examine how individuals within the construct define self and social presence while interacting within a virtual environment, and how they communicate through the medium (Tseng et al. 2015) is, therefore, able to be established. Through the MMO Second Life as an example and applying social presence theory of being in the virtual environment, the interrelation of the physical (real-life) and virtual (Online) can be compared, with both forms of communicative interactions taking place in a space such as physical architecture, or online virtual spaces that facilitate communication and interaction (Berger, Jucker & Locher, 2016). However, while physical communication and communities rely upon face-to-face contact in order to maintain participant’s relational connection, virtual spaces are not restricted in this sense and thus are able to form communities based upon the possibility of internet, global connectivity within a shared virtual environment (Trepte, Reinecke & Juechems, 2012) such as an MMO. The correlation between the physical and the virtual as stated by Berger et al (2016), in relation to Trepte et al. (2012) is the communicative ability to form community regardless of physical or virtual space, with each form of communication having their own set point of interaction. Berger et al. further state (2016) MMOs such as Second Life afford possibilities to interact through avatars in a three-dimensional depiction of physical space which serves as not only an extension of self through an avatar, but also as an extension of the physical environment converging into the virtual to be the point of interaction facilitated by the internet. Furthermore, individuals connecting to the virtual environment of WoW or Second Life are capable of, as in the real world, of obtaining possessions that may add to the identity development within the gaming construct. As stated by Koivisto (2003), houses, for example (in Second Life), within online social places, not only serve as a place for people to meet and interact, like the physical real world, but can also show others what they have achieved within the virtual environment and community. This develops the multifaceted nature of MMOs as a CMC in that as individuals connect, and navigate virtual environments and communities of online games, players not only construct an avatar in-which to embody, but also accumulate possessions, or virtual architecture as a means to establish an identity that may not be possible outside of the virtual community.

It is stated by Steinkuehler and Williams (2006) that the relationships and interactions beyond the home or workplace, facilitated by these types of virtual environments that digitally mediate physical spaces such as cafés, clubs or similar locations of hangout can be, defined as third places as first conceived of by Oldenberg (1991). The possibility to develop relationships and form community within the virtual environment is through establishing an identity within the virtual construct in the same manner as physical space, through regular participation and interaction amongst peers in third places that are mediated reflections of real world spaces. As a third place of interaction is separate from first (home) and second (workplace), MMOs such as Second Life can be perceived as a neutral ground allowing for individuals to enter (connect) and leave (disconnect) without permission or invitation as in private or first or second place settings (Steinkuehler & Williams, 2006). ). I argue, that the online gaming medium is not only a form of entertainment, but as stated by Tseng et al. (2015), a communication system where gamers use the interactive medium as a tool to develop relationships through recreation of physical spaces within virtual third places which facilitate the possibility to develop a sense of community within an online construct. Therefore, virtual third places such as MMOs offer alternatives to communication with environments that are able to deliver dynamic, interesting social experience not available within typical face-to-face communication – such as aforementioned first and second places (Soukup, 2006), with potential benefit of escapism from first and second places. With titles such as WoW in a fantasy setting, and Second Life reconstructing real-world elements such as cafés, clubs and other locale, there is allowance of detachment of real self through avatar vicariousness and interactions with other avatar depictions of individual self that form the virtual third place community.

Furthermore, with virtual environments as a third place in comparison to face-to-face communication within first and second places, it is worth note that whilst the player of the avatar is able to present themselves within the online setting by establishing an identity, the virtual environment by design is a CMC platform reliant upon user, avatar interactions and communication. As stated by by Koivisto (2003), “communities do not exist without communication”, which highlights the correlation between physical and virtual environment is that the core factor to the development and maintenance of a community is reliant upon communication and interaction of individuals within either a physical or a virtual context.

However, the reliance upon user, avatar interaction to form a community is better understood with social capital theory application, and developing an understanding that within convergent networks such as MMOs like WoW or Second Life Tseng et al. (2015) state as norms, social trust and relationships that are formed by members in a group or community through CMC. The definition of social capital theory as stated by Tseng et.al (2015) is the interdependence of members within a networked community and how they, the gamers, rely upon each other and how that reliance constructs the foundation of social networking and relationships within virtual environments populated by avatar depictions of individuals and self. Putnam (2000) states further theoretical understanding of social capital theory as being able to be broken down into two components of bridging and bonding. In the context of virtual environments, social capital in regards to bonding is, understood as individuals through their avatar depiction of self that form guilds or in-game groups with pre-existing social ties based upon real-life relationships that transfer to the online construct. However, the forming of relationships through continual social connection within the virtual construct can be defined as bridging within the application of social capital theory, or simply as individuals with no prior real world connection meeting within the virtual construct to interact, share information and communicate (Putman, 2000). The importance, I argue, of social capital theory and social presence theory in relation to MMOs such as Wow and Second Life is that theoretical frameworks help to develop a greater understanding of how individuals within virtual environments display self or an alternate self, and the way that forms their personal identity within the game and community as a collective. In addition, understanding of theory aids development of general social activity usage of online gaming as a CMC which Domahidi, Festl and Quandt (2014) state that social capital and bonding in-game environments spent amongst avatar peers may develop into an offline context and relationship development which positions online gaming as an effective communicative, third place.

Conclusion

            Through the altering of self within the gaming construct by utilising the in-game ability to create an avatar, the individual is also afforded the possibility to form a new identity in which to vicariously play and interact through whilst a part of a virtual environment. The use of online gaming as a CMC platform and third place, highlights another form of communication and social affordance offered to individuals outside of home and work as first and second places respectively. The ability to embody, and vicariously interact with an environment and other avatar representations of individuals within a virtual construct may prove to be of benefit to those with social anxieties, and I state, may be an area of future research to examine avatar use and socially shy or depressed individuals utilising gaming and avatars as escapism. Additionally, to develop a greater understanding of online gaming and avatar use, future studies may also seek to explore player time spent within the virtual environment and examine, if at all, an increase in social presence and capital as they become more familiar with the virtual environment and a part of the virtual community in which they are interacting. Lastly, community through facilitation of online gaming platforms redefines community as possible without the need for face-to-face contact, with users globally interacting within shared virtual environments as a point of connectivity through avatars of self, whilst being afforded, if so desired, the ability redefine and to alter their self-presentation and identity within virtual environments and communities.

 

References

Belk, R. (2013). Extended self in a digital world. Journal of Consumer Research, 40(3),   477-500. doi: 10.1086/671052

 

Berger, M., Jucker, A. H., & Locher, M. A. (2016). Interaction and space in the virtual      world of second life. Journal of Pragmatics, 101, 83-100. https://doi.org/10.1016/j.pragma.2016.05.009

 

Hendershott, A., & Oldenburg, R. (1991). The great good glace: Cafes, coffee shops,        community centers, beauty parlors, general stores, bars, hangouts, and how they get you through the day. Contemporary Sociology20(1), 78-79. doi:10.2307/2072095

 

Jenkins, H. (2006). Convergence Culture : Where Old and New Media Collide (1st ed.). New York, NY: New York University Press. https://ebookcentral.proquest.com

 

Koivisto, E. M.I (2003). Supporting communities in massively multiplayer online Role-   playing games by game design. Conference: Digital Games Research Conference. http://www.digra.org/wp-content/uploads/digital-library/05150.48442.pdf

 

Kowert, R., Domahidi, E., & Wuandt, Q. (2014). The relationship between online             video game involvement and gaming-related friendships among emotionally      sensitive individuals. Cyberpsychology, Behavior, and Social Networking, 17(7), 447-453. doi: 10.1089/cyber.2013.0656

 

Putnam, R. (2000). Bowling alone. New York, NY: Simon & Schuster.

 

Soukup, C. (2006). Computer-mediated communication as a virtual third place:      Building Oldenburg’s great good places on the world wide web. New Media & Society8(3), 421-440. https://doi.org/10.1177/1461444806061953

 

Steinkuehler, C., A. & Williams, D. (2006). Where everybody knows your (screen) name: Online games as “third places”. Journal of Computer-Mediated Communication, 11(4), 885-909. doi:10.1111/j.1083-6101.2006.00300.x

 

Trepte, S., Reinecke, L., & Juechems, K. (2012). The social side of gaming: How playing   online computer games creates online and offline social Support. Computers in Human Behavior, 28(3), 832-839. doi:10.1016/j.chb.2011.12.003

 

Tseng, F., Huang, H., & Teng, C. (2015). How do online game communities retain             gamers? Social presence and social capital perspectives. Journal of Computer‐Mediated Communication, 20(6), 601-614. doi:10.1111/jcc4.12141

 

Van Looy, J. (2015). Online games characters, avatars, and identity. The International    Encyclopedia of Digital Communication and Society, 1-11. https://doi.org/10.1002/9781118767771.wbiedcs106

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12 thoughts on “Online Gaming Avatars Offer Individuals the Ability to Alter Self-Presentation and Identity within Virtual Environments and Communities

  1. Hi Nathan,

    This was a fascinating read and there were definitely some intersecting arguments within our papers. An area which you explored that I wish I did was perhaps the factors behind a user defining how their online self is protrayed and the steps that come into the user defining if the self they are protraying is similar or distant to their real self. Furthermore I agree with your assertion that games can help influence the avatar depending on the type of game and the type of character the player wants to be in the virtual environment – I believe this could deviate quite heavily on a case-by-case basis.

    It’s also fascinating how pre-existing communication techniques, such as text-based and voice-based chat, terraformed the landscape of the online videogames realm by providing a medium for communities to interact and enhance their virtual experience.

    The statement about players using virtual games as an risk-free outlet for violence was interesting and apparently, as from evidence I have encountered over my research – appears to be a double-edged sword as I have seen it illustrated as a counter-argument asserting that violence in video games can act as an outlet for pre-meditation or ‘brainwashing’.

    Cheers.

  2. Hi Nathan,

    This was a fascinating read and there were definitely some intersecting arguments within our papers. An area which you explored that I wish I did was perhaps the factors behind a user defining how their online self is protrayed and the steps that come into the user defining if the self they are protraying is similar or distant to their real self. Furthermore I agree with your assertion that games can help influence the avatar depending on the type of game and the type of character the player wants to be in the virtual environment – I believe this could deviate quite heavily on a case-by-case basis.

    It’s also fascinating how pre-existing communication techniques, such as text-based and voice-based chat, terraformed the landscape of the online videogames realm by providing a medium for communities to interact and enhance their virtual experience.

    The statement about players using virtual games as an risk-free outlet for violence was interesting and apparently, as from evidence I have encountered over my research – appears to be a double-edged sword as I have seen it illustrated as a counter-argument asserting that violence in video games can act as an outlet for pre-meditation or ‘brainwashing’.

    Cheers.

  3. Hi Patrick,

    Firstly, thanks for taking the time to read my paper. It is greatly appreciated.

    It is definitely interesting to think about how individuals portray themselves online, and whether that is the true self or a representation thereof.

    In regards to communication techniques, it is of great interest how text and voice-based chat changed the video game landscape. What I feel of even more interest is how people will freely communicate within online environments, from around the world and are able to form friendships without possibly meeting face-to-face. I feel it highlights the power of electronic communication in that it we no longer are confined to our immediate surroundings if we wish to communicate with others.

    However, as for violence in video games, it has been an on-going debate for sometime that violent video games ‘brainwash’ or desensitise individuals to violence. I for one argue in opposition to this, that consumption of violent media and vicariously acting through an avatar self, as is the case for video games, does no such thing.

  4. Hi Nathan, firstly, thank you for your interesting, well expressed paper. Secondly, I am not a gamer but I am finding it an interesting topic now that I am engaging with the various papers in this stream. Thirdly, please feel free to see me as an intruder in this stream with limited knowledge of it, however, in keeping with this being a conference and not a filter bubble, I offer my comments and questions, at the risk of putting you on the spot:
    I accept that these spaces qualify as third places as defined by Steinkuhler & Williams (2006). You have outlined and substantiated your thesis convincingly. Regarding statements by Van Looy (2015) about living vicariously through games where one can act out violence and not be accorded the penalties that exist in real life: My question to you is, do you really think that these performances online are really that different to someone’s real life morals or proclivities for violence. You do mention “using the platform as a means to explore, express oneself” (Barnes, 2018, p.2). Amy’s paper divulges that males predominately communicate in VR games (Schultz, 2015). Maybe there is some correlation here as to how the different sexes psychologically relate to violence. Personally, I have zero inclination for a shootout or the need for annihilation of others and would find it odd conducting myself as such in an online game environment, even with the privilege of anonymity or pseudonymity and a closed safe environment. Although, my 18yo son insists ‘I should give it a go, I’d love it’. I realise I am only one person, one opinion, but this stuff really raises questions for me. I am wondering, should we be thankful for online VR games where some can have an opportunity to vent or act out their expressions of self through violence safely, or should we worry about desensitisation and normalisation regarding actions of violence and the possibility of cross-over of actions into real life. Love to hear your thoughts. Regards, Alice.
    References:
    Schultz, E. (2015). Digital buddies: Teens prefer to make and keep friendships online rather than offline – study. RT. Retrieved from https://www.rt.com/usa/311893-teens-prefer-online-friendship/
    Steinkuhler, C. & Williams, D. (2006). Where everybody knows your (screen) name: Online games as “third places”. Journal of Computer Mediated Communication, 11(4), article 1. Retrieved from http://onlinelibrary.wiley.com/doi/10.1111/j.1083-6101.2006.00300.x/full
    Van Looy, J. (2015). Online games characters, avatars, and identity. The International Encyclopedia of Digital Communication and Society, 1-11. https://doi.org/10.1002/9781118767771.wbiedcs106

  5. Hi Alice,

    I think it is great that you have taken the time to read outside of your conference stream, in addition to not being a gamer which raises the questions you have presented me.

    I for one would argue that while violence within video games is done so freely without consequence, this does not equate to the particular individual conducting said acts within a video game having violent tendencies. There is no doubt that some individuals have a moral compass that skews towards the desire of violence within the real world, however, I would liken it to a gamer who enjoys first-person shooter games where vicarious interaction with the game world through that of a soldier who shoots countless enemies without a second thought, to that same gamer then deciding to join the military to carry out the same action in the real-world.

    This is to say that while they, the gamer, may find an enjoyment in the violent acts they conduct through the portrayal of self within the video game, the known factor is it is not real-life and is virtual entertainment that is inconsequential to the real world setting. I argue in opposition to the claims that violent video games make people aggressive or violent, the transference of violence from video games to real world is due to an ingrained mentality within that particular individual already with video games largely being a scapegoat for the behaviour and conducting of said acts within the real world.

    A few articles that touch on the point I am seeking to establish can be read here:

    https://www.mirror.co.uk/tech/violent-video-games-not-make-11872725
    http://theconversation.com/why-violence-in-video-games-isnt-really-a-problem-92165

    This is where the ability to explore or express oneself comes into the argument. Within a video-game through the depiction of self, for example, playing a game as a soldier, one can explore what it would be like to be that soldier within a war zone. Now, while that shifts away from the premise of my paper, I state it to solidify the above points.

    However, when individuals are afforded the possibility to create an avatar within a game as I mentioned, such as World of Warcraft or Second Life, players are free to explore a different form of self, or express themselves in ways that they may not choose to within their real life. An example of this, the individual in real life may not be very outspoken, however in the gaming construct, in what they perceive as a safe, virtual environment they are free to explore and express themselves, and communicate with others.

    I found your statement “I have zero inclination for a shootout or the need for annihilation of others ” to be of interest in that I too have no inclination for such actions, nor would I argue many gamers do either. This would fall into a similar argument of I personally don’t wish to fly a helicopter, but if I can do it through my avatar self within a safe environment, then I most likely will as there is no consequence if I crash. This is an extension of what individuals will do within a gaming construct in that with the possibility to do so, they most likely will as there are no repercussions as there are for the same actions within the real world environment.

    The last point about desensitisation is also of great interest. I would argue that we as a society are greatly decensitised before even looking at a video game, and again, that video games are a scapegoat. One only needs to watch the evening news to hear about horrific acts of real life violence that has consequence attached for the individuals that conduct them. Whilst video games do become more advanced and realistic in terms of graphics, which also increases the way in which violent content can be depicted, there is an easier access to content of violent content via the internet before even loading a video game.

    I hope I have answered some of your questions, and if you have anymore, or would like a further explanation on any point please do let me know.

    Regards,

    Nathan.

    1. Hi again Nathan. Thanks for your speedy reply and the URLs for my further exploration of your viewpoint.
      I think you have supported your case clearly and logically. BTW my son plays fortrite battle royale and rainbow six siege, and I’m happy to say he is not aggressive at all really. Thanks for the conversation, it’s been interesting and illuminating. This whole conference has been great! don’t you agree? Regards, Alice.

      1. Hi Alice,

        Apologies for the delay in replying this time around.

        I hope the links I provided were of use to you, and gave some further insight.

        That is the most interesting thing about video games, and ones that contain violent themes and being able to carry out violent actions. They are often heralded as a driving factor when people that do conduct violent acts, as the reason why they did so. You may have heard before about times when there has been a shooting at a school and it is reported “The shooter was an avid player of ‘insert game’ “.

        However, as I state in my paper, more likely than not, most people will use their avatar self in a game to explore certain acts, not because they are violent in nature, but because there they are altering their self, they are playing a character in a game and differentiate entertainment in the virtual to the real world.

        I do agree though, the conference has been great so far. I also welcome any additional questions in regards to my paper if you or anyone else has some.

        – Nathan

        1. I believe what you say to be reality for the majority of players.
          Maybe I’ll venture into gaming after this conference.
          Thanks for sharing and your generous replies. I will be using our conversation in my A2 submission. Alice.

          1. Hi Nathan,
            Just a last addition, I found this comment supporting your thinking:
            “Nobody mistakes virtual life for real life, even though it has an emotional reality to many of us” (Rheingold, 1993, p.33). Cheers, Alice.

            Reference:

            Rheingold, H. (1993). The virtual community : homesteading on the electronic frontier. Rev. ed.. Cambridge, Mass. : MIT Press 2000. Retrieved from http://dlc.dlib.indiana.edu/dlc/bitstream/handle/10535/18/The_Virtual_Community.pdf?sequence=1&isAllowed=y

          2. Hi Alice,

            Thanks for the additional comment and the article.

            I feel that is very accurate. When it comes to gaming, the gamer is after a level of immersion into the gaming world, however, there can never be full immersion into the gaming world to the same degree as we can experience reality. While VR looks to bridge this gap by ‘placing’ gamers in the virtual construct, in an attempt to draw an emotional response, we are still detached from the gaming world as what happens in a gaming world we cannot feel, smell and so forth.

            Therefore, what this does while we can be immersed in the game environment, it cannot be mistaken for real life. Maybe one day technology will get to this point, that will be interesting.

            – Nathan

  6. Hey Nathan,

    I really enjoyed reading your paper, I’m always interested in exploring the broader effects of gaming beyond just basic recreation. You stated in your paper: “Van Looy (2015) state media forms such as online gaming provide [sic] individuals an opportunity to safely experience acts such as crime, violence, and fantasy, without consequence, which may be in opposition to the individual’s real world moral compass.” Do you feel this ability to experiment with such anti-social behaviour is generally a cathartic experience? In my paper I analysed corporate reputation as a tool for increasing a company’s market value and moral discourse was a large aspect for that. Do you feel that companies publishing such games feel as though there are no negative impacts on consumers exploring a ‘darker’ identity? I’m curious as to what your findings were regarding consequences of online identities in gaming.

    I also found the idea of communication technologies changing the gaming landscape to be quite interesting. How do you feel Voice Over IP (VOIP) has affected presenting a different identity other than one’s real self? I’ve often found in FPS games when using voice chat that players who sound quite young (below the recommended age for such games) are often treated poorly. Do you think this hinders their ability to explore new identities?

    Great paper, game on!
    Adrian

    Van Looy, J. (2015). Online games characters, avatars, and identity. The International Encyclopedia of Digital Communication and Society, 1-11. https://doi.org/10.1002/9781118767771.wbiedcs106

    1. Hi Adrian,

      Great questions.

      I would argue that within a videogame that it is not anti-social behaviour if the game facilitates the action. The game is designed for individuals to carry out such acts if they so choose, and to do so through their avatar self. To some it might be a stress relief, and a means to blow off steam by loading up their favourite game and causing destruction. However, I would argue that gamers are able to realise what they are doing is without real consequence to their real being, and real environment, as that type of anti-social behaviour within the real world is unacceptable.

      As for the gaming companies, I would argue that it is a similar situation. They are providing entertainment that they know will more than likely sell. It is also not the job of the development company, in my opinion, to overly concern themselves with the impacts of the games as that is what we have a ratings system for and it is the job of parents to limit what games minors consume, just as an example.

      The use of VOIP is interesting, and I feel there is still a way to hide ones true self. Yes, interactions with voice reveals some of the person, but what they choose to say is still up to them, and they can shape their online identity around that. By this I mean, what they say online, they may not offline in real-life. By using VOIP, they are still operating within the virtual construct so to speak. A further example of this is to look at any YouTube personality, or even Twitch streamer and use the persona they display as an example in line with that of the interactions of anyone else online. What VOIP does allow, is even for those that may not be great at face-to-face communication, they can still explore a different identity online as they can present themselves as more confident, more cocky in their overall attitude and so forth.

      I hope I have addressed your questions adequately. If you have anything further, I am more than happy to continue the conversation.

      – Nathan

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