Exploring the Use of Role Model Avatars in Educational Games

Research has indicated that role models have the potential to boost academic performance (Marx and Roman 2002; Marx and Goff 2005). In this paper, we describe an experiment exploring role models as game avatars in an educational game. Of particular interest are the effects of these avatars on players’ performance and engagement. Participants were randomly assigned to a condition: a) user selected role model avatar, or b) user selected shape avatar. Results suggest that role models are heavily preferred. African American participants had higher game affect in the role model condition. South Asian participants had higher self-reported engagement in the role model condition. Participants that completed ≤ 1 levels had higher performance in the role model condition. General trends suggest that the role model’s gender and racial closeness with the player, could play a role in player performance and selfreported engagement as consistent with the social science literature.

[1]  C. Steele A threat in the air. How stereotypes shape intellectual identity and performance. , 1997, The American psychologist.

[2]  Abraham P. Buunk,et al.  A positive role model may stimulate career oriented behavior. , 2007 .

[3]  Dominic Kao,et al.  The Chimeria Platform: User Empowerment through Expressing Social Group Membership Phenomena , 2014, DH.

[4]  Catherine Good,et al.  Why do women opt out? Sense of belonging and women's representation in mathematics. , 2012, Journal of personality and social psychology.

[5]  J. Bailenson,et al.  The Proteus Effect: The Effect of Transformed Self-Representation on Behavior , 2007 .

[6]  N. Ambady,et al.  Stereotype Susceptibility: Identity Salience and Shifts in Quantitative Performance , 1999 .

[7]  Lawrence J. Stricker,et al.  Stereotype Threat, Inquiring About Test Takers' Ethnicity and Gender, and Standardized Test Performance1 , 2004 .

[8]  Larry Rudolph Genskow Challenges and Opportunities in process innovation , 2006 .

[9]  R. Merton The unanticipated consequences of purposive social action , 1936 .

[10]  C. G. Lord,et al.  Alleviating women’s mathematics stereotype threat through salience of group achievements , 2003 .

[11]  Carrie B. Fried,et al.  Reducing the Effects of Stereotype Threat on African American College Students by Shaping Theories of Intelligence , 2002 .

[12]  David L. Roberts,et al.  Asymmetric Virtual Environments: Exploring the Effects of Avatar Colors on Performance , 2014 .

[13]  Les Nelson,et al.  Do men heal more when in drag?: conflicting identity cues between user and avatar , 2011, CHI.

[14]  Hart Blanton,et al.  The effects of in-group versus out-group social comparison on self-esteem in the context of a negative stereotype. , 2000 .

[15]  Dominic Kao,et al.  Exploring the Construction, Play, Use of Virtual Identities in a STEM Learning Game , 2015, FDG.

[16]  Jacquelyn Ford Morie,et al.  Body/persona/action!: emerging non-anthropomorphic communication and interaction in virtual worlds , 2008, ACE '08.

[17]  N. Epley,et al.  The mind in the machine: Anthropomorphism increases trust in an autonomous vehicle , 2014 .

[18]  Phillip Atiba Goff,et al.  Clearing the air: the effect of experimenter race on target's test performance and subjective experience. , 2005, The British journal of social psychology.

[19]  Dominic Kao,et al.  Toward avatar models to enhance performance and engagement in educational games , 2015, 2015 IEEE Conference on Computational Intelligence and Games (CIG).

[20]  D. Fox Harrell,et al.  Developing Social Identity Models of Players from Game Telemetry Data , 2014, AIIDE.

[21]  Dominique Muller,et al.  We can do it: the interplay of construal orientation and social comparisons under threat. , 2005, Journal of personality and social psychology.

[22]  D. Fox Harrell Toward a Theory of Critical Computing; The Case of Social Identity Representation in Digital Media Applications , 2009 .

[23]  D. Marx,et al.  Female Role Models: Protecting Women’s Math Test Performance , 2002 .

[24]  C. Steele,et al.  Stereotype threat and the intellectual test performance of African Americans. , 1995, Journal of personality and social psychology.

[25]  G. Drew Kessler,et al.  The Effect of Avatar Connectedness on Task Performance , 2002 .

[26]  Bärbel Inhelder,et al.  Piaget and His School , 1976 .

[27]  D. Fox Harrell,et al.  Modeling player preferences in avatar customization using social network data: A case-study using virtual items in Team Fortress 2 , 2013, 2013 IEEE Conference on Computational Inteligence in Games (CIG).

[28]  S. Wilson What Video Games Have to Teach Us about Learning and Literacy , 2006 .

[29]  Evair Marcelo Diego Lavieri Superstars and me: predicting the impact of role models on the self , 2017 .

[30]  Penelope Lockwood,et al.  “Someone Like Me can be Successful”: Do College Students Need Same-Gender Role Models? , 2006 .

[31]  D. Fox Harrell Phantasmal Media: An Approach to Imagination, Computation, and Expression , 2013 .

[32]  Dominic Kao,et al.  Mazzy: A STEM Learning Game , 2015, FDG.

[33]  T. Cox,et al.  Managing cultural diversity: implications for organizational competitiveness , 1991 .