Who Are You Online?: A Study of Gender, Race, and Gaming Experience and Context on Avatar Self-Representation

Theauthorsconductedanexperimenttodeterminetheeffectsofgender,race,onlinevideogaming experience,andtheexperimentalcontextinwhichparticipantsplayedthevideogame(onlinevs. offlinevs.noinformationcontrol)onavatarselection.Thequalitiesoftheavatarcomparedwerebased oneightobjectivedifferencesbetweenavatarsandindividuals:attractiveness,skintone,height,girth chestsize,waistsize,hipsize,andheight.Aspredicted,thosewithonlinegamingexperienceselected avatarsthatweretaller,thinner,andmoreattractiverelativetotheirrealselvesthandidparticipants withnoprioronlinegameexperience.Non-whiteparticipantsselectedavatarswithlighterskin-tones, whereaswhiteparticipantsselectedavatarswithdarkerskin-tones.Surprisingly,maleparticipants selectedshorteravatarsthanfemalecounterpartsdid. KEYWORdS Avatars, Body Image, Gender, Self-Presentation, Video Games

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