Personality Impressions of World of Warcraft Players Based on Their Avatars and Usernames: Consensus but No Accuracy

Every week an estimated 20 million people collectively spend hundreds of millions of hours playing massively multiplayer online role-playing games MMORPGs. Here the authors investigate whether avatars in one such game, the World of Warcraft WoW, convey accurate information about their players' personalities. They assessed consensus and accuracy of avatar-based impressions for 299 WoW players. The authors examined impressions based on avatars alone, and images of avatars presented along with usernames. The personality impressions yielded moderate consensus avatar-only mean ICC =.32; avatar plus username mean ICC =.66, but no accuracy avatar only mean r =.03; avatar plus username mean r =.01. A lens-model analysis suggests that observers made use of avatar features when forming impressions, but the features had little validity. Discussion focuses on what factors might explain the pattern of consensus but no accuracy, and on why the results might differ from those based on other virtual domains and virtual worlds.

[1]  Susanne Isaksson Character Creation Processes in MMORPGs : - A qualitative study of determining important factors. , 2012 .

[2]  Les Nelson,et al.  Introverted elves & conscientious gnomes: the expression of personality in world of warcraft , 2011, CHI.

[3]  David C. Funder,et al.  Personality judgment: A realistic approach to person perception. , 1999 .

[4]  Samuel D. Gosling,et al.  Personality Profiles Associated with Different Motivations for Playing World of Warcraft , 2013, Cyberpsychology Behav. Soc. Netw..

[5]  Maria E. Jabon,et al.  The Expression of Personality in Virtual Worlds , 2011 .

[6]  Alfred Weiss,et al.  World of Race War: Race and Learning in World of Warcraft , 2012, Int. J. Gaming Comput. Mediat. Simulations.

[7]  Asimina Vasalou,et al.  Me, myself and I: The role of interactional context on self-presentation through avatars , 2009, Comput. Hum. Behav..

[8]  Ming-Hui Wen,et al.  Body and mind: a study of avatar personalization in three virtual worlds , 2009, CHI.

[9]  Melissa S. Cook,et al.  Your Second Selves , 2010, Games Cult..

[10]  David Gibson,et al.  International Journal of Gaming and Computer-Mediated Simulations , 2012 .

[11]  Sasha A. Barab,et al.  Narratizing Disciplines and Disciplinizing Narratives: Games as 21st Century Curriculum , 2010, Int. J. Gaming Comput. Mediat. Simulations.

[12]  Jennifer Martin,et al.  Virtually Visual: The effects of visual technologies on online identification , 2005, DiGRA Conference.

[13]  Ennio Gambi,et al.  Depth Cameras in AAL Environments: Technology and Real-World Applications , 2015 .

[14]  Hua Wang,et al.  Avatar creation in virtual worlds: Behaviors and motivations , 2014, Comput. Hum. Behav..

[15]  Bonnie A. Nardi,et al.  Strangers and friends: collaborative play in world of warcraft , 2006, CSCW '06.

[16]  D. A. Kenny,et al.  Interpersonal Perception: A Social Relations Analysis , 1988 .

[17]  Clark McCauley,et al.  Stereotype Accuracy: Toward Appreciating Group Differences. , 1995 .

[18]  P. G. Schrader,et al.  Defining the virtual self: Personality, behavior, and the psychology of embodiment , 2012, Comput. Hum. Behav..

[19]  Bernd Marcus,et al.  Personality in cyberspace: personal Web sites as media for personality expressions and impressions. , 2006, Journal of personality and social psychology.

[20]  Bonnie Nardi,et al.  Strangers and Friends: Collaborative Play in World of Warcraft , 2010 .

[21]  Sara B. Kiesler,et al.  The Ideal Elf: Identity Exploration in World of Warcraft , 2007, Cyberpsychology Behav. Soc. Netw..

[22]  Elina M. I. Koivisto,et al.  Supporting Communities in Massively Multiplayer Online Role-Playing Games by Game Design , 2003, DiGRA Conference.

[23]  M. Back,et al.  How extraverted is honey.bunny77@hotmail.de? Inferring personality from e-mail addresses , 2008 .

[24]  P. Borkenau,et al.  Trait inferences: Sources of validity at zero acquaintance. , 1992 .

[25]  Rosanna E. Guadagno,et al.  My avatar and me - Gender and personality predictors of avatar-self discrepancy , 2012, Comput. Hum. Behav..

[26]  E. Brunswik Perception and the Representative Design of Psychological Experiments , 1957 .

[27]  S. Srivastava,et al.  The Big Five Trait taxonomy: History, measurement, and theoretical perspectives. , 1999 .

[28]  Samuel D. Gosling,et al.  Impressions of World of Warcraft players' personalities based on their usernames: Interobserver consensus but no accuracy , 2012 .

[29]  Youngkyun Baek,et al.  Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study , 2010 .

[30]  Nick Yee,et al.  Motivations for Play in Online Games , 2006, Cyberpsychology Behav. Soc. Netw..

[31]  Jacob Cohen,et al.  Applied multiple regression/correlation analysis for the behavioral sciences , 1979 .

[32]  S. Gosling,et al.  e-Perceptions : Personality Impressions Based on Personal Websites , 2004 .

[33]  William Sims Bainbridge,et al.  The Warcraft Civilization: Social Science in a Virtual World , 2010 .

[34]  S. Gosling,et al.  A very brief measure of the Big-Five personality domains , 2003 .

[35]  Jean-François Bélisle,et al.  Avatars as information: Perception of consumers based on their avatars in virtual worlds , 2010 .

[36]  Juliane M. Stopfer,et al.  Facebook Profiles Reflect Actual Personality, Not Self-Idealization , 2010, Psychological science.

[37]  Martial Van der Linden,et al.  Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth , 2013, Comput. Hum. Behav..

[38]  Samuel D. Gosling,et al.  Personality Impressions Based on Facebook Profiles , 2007, ICWSM.

[39]  J. Fleiss,et al.  Intraclass correlations: uses in assessing rater reliability. , 1979, Psychological bulletin.