Choosing Buddy Icons that look like me or represent my personality: Using Buddy Icons for social presence

People choose aspects of the self to present that they believe will lead others to have positive impressions of them. The diffusion of telecommunication technologies has led to some of this self-presentation being done using Instant Messaging and other social media applications and devices. When people use Instant Messaging, they select graphical representations to represent them called Buddy Icons. This project asks users to describe the Buddy Icons they are currently using and what they intend to self-present in selecting them to test the extent to which self presentation theory can explain the choices people are making. Overall, participants reported that they felt their Buddy Icons accurately reflected physical characteristics, psychological aspects of the self, or both, which is consistent with previous research that people are relatively honest in their self-presentation online. Those who selected more human like (anthropomorphic) Buddy Icons reported them as more representative of the physical, as opposed to the psychological, self. Finally, users who felt their Buddy Icon accurately represented them reported a stronger sense of identification and felt their Buddy Icon could increase social presence. Implications of these results for online self presentation and impression management are discussed.

[1]  David G. Myers,et al.  Exploring Social Psychology , 1993 .

[2]  T. L. Taylor,et al.  Living Digitally: Embodiment in Virtual Worlds , 2002 .

[3]  L. Shetzer,et al.  A Social Information Processing Model of Employee Participation , 1993 .

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

[5]  Eun-Ju Lee,et al.  Effects of gendered character representation on person perception and informational social influence in computer-mediated communication , 2004, Comput. Hum. Behav..

[6]  Mark Hamilton,et al.  The Effect of Image Features on Judgments of Homophily, Credibility, and Intention to Use as Avatars in Future Interactions , 2009 .

[7]  J. Walther Computer-Mediated Communication , 1996 .

[8]  E. Goffman Behavior in public places : notes on the social organization of gatherings , 1964 .

[9]  C. Steinfield,et al.  A Social Information Processing Model of Media Use in Organizations , 1987 .

[10]  Denise Sevick Bortree,et al.  Presentation of self on the Web: an ethnographic study of teenage girls’ weblogs , 2005 .

[11]  J. Bailenson,et al.  Transformed Representation 1 RUNNING HEAD: TRANSFORMED REPRESENTATION The Proteus Effect: Implications of Transformed Digital Self-Representation on Online and Offline Behavior , 2008 .

[12]  Jeremy N. Bailenson,et al.  A meta-analysis of the impact of the inclusion and realism of human-like faces on user experiences in interfaces , 2007, CHI.

[13]  C. Steinfield,et al.  A Social Influence Model of Technology use , 1990 .

[14]  Kristine L. Nowak,et al.  Advancing a Model of Avatar Evaluation and Selection , 2010, PsychNology J..

[15]  R. Rice Media Appropriateness Using Social Presence Theory to Compare Traditional and New Organizational Media , 1993 .

[16]  Jeremy N. Bailenson,et al.  The Effect of Behavioral Realism and Form Realism of Real-Time Avatar Faces on Verbal Disclosure, Nonverbal Disclosure, Emotion Recognition, and Copresence in Dyadic Interaction , 2006, PRESENCE: Teleoperators and Virtual Environments.

[17]  Clifford Nass,et al.  Anthropomorphism, agency, and ethopoeia: computers as social actors , 1993, INTERCHI Adjunct Proceedings.

[18]  L. Tidwell,et al.  Computer-Mediated Communication Effects on Disclosure, Impressions, and Interpersonal Evaluations: Getting to Know One Another a Bit at a Time , 2002 .

[19]  J. Mccroskey,et al.  THE DEVELOPMENT OF A MEASURE OF PERCEIVED HOMOPHILY IN INTERPERSONAL COMMUNICATION , 1975 .

[20]  Kristine L. Nowak,et al.  Choose your "buddy icon" carefully: The influence of avatar androgyny, anthropomorphism and credibility in online interactions , 2008, Comput. Hum. Behav..

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

[22]  A. Rubin,et al.  Viewer Aggression and Homophily, Identification, and Parasocial Relationships With Television Characters , 2003 .

[23]  Catherine Dwyer,et al.  Digital Relationships in the "MySpace" Generation: Results From a Qualitative Study , 2007, 2007 40th Annual Hawaii International Conference on System Sciences (HICSS'07).

[24]  Jessica Greenebaum Managing Impressions , 2012 .

[25]  J. Mccroskey,et al.  THE EFFECT OF INTERACTION BEHAVIOR ON SOURCE CREDIBILITY, HOMOPHILY, AND INTERPERSONAL ATTRACTION , 1974 .

[26]  Nicole B. Ellison,et al.  Managing Impressions Online: Self-Presentation Processes in the Online Dating Environment , 2006, J. Comput. Mediat. Commun..

[27]  Susan Persky,et al.  The Independent and Interactive Effects of Embodied-Agent Appearance and Behavior on Self-Report, Cognitive, and Behavioral Markers of Copresence in Immersive Virtual Environments , 2005, Presence: Teleoperators & Virtual Environments.

[28]  Kaye D. Trammell,et al.  Examining the New Influencers: A Self-Presentation Study of A-List Blogs , 2005 .

[29]  Rick W. Busselle,et al.  Ruining a good story: Cultivation, perceived realism and narrative , 2004 .

[30]  S. Turkle Life on the Screen: Identity in the Age of the Internet , 1997 .

[31]  M. Birnbaum,et al.  Taking Goffman on a Tour of Facebook: College Students and the Presentation of Self in a Mediated Digital Environment , 2008 .

[32]  Tracy Mitrano A Wider World: Youth, Privacy, and Social Networking Technologies. , 2006 .

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

[34]  Asimina Vasalou,et al.  Constructing my online self: avatars that increase self-focused attention , 2007, CHI.

[35]  E. Goffman Behavior in Public Places , 1963 .

[36]  Daniel Chandler,et al.  Personal Home Pages and the Construction of Identities on the Web , 1998 .

[37]  D. Myers Social psychology, 6th ed. , 1999 .

[38]  Malcolm R. Parks,et al.  Making Friends in Cyberspace , 1996, J. Comput. Mediat. Commun..

[39]  Jun'ichiro Seyama,et al.  The Uncanny Valley: Effect of Realism on the Impression of Artificial Human Faces , 2007, PRESENCE: Teleoperators and Virtual Environments.

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

[41]  B. R. Schlenker Impression Management: The Self-Concept, Social Identity, and Interpersonal Relations , 1980 .

[42]  Mel Slater,et al.  The impact of avatar realism and eye gaze control on perceived quality of communication in a shared immersive virtual environment , 2003, CHI '03.

[43]  Deborah Compeau,et al.  Social Cognitive Theory and Individual Reactions to Computing Technology: A Longitudinal Study , 1999, MIS Q..

[44]  Frank Biocca,et al.  The Effect of the Agency and Anthropomorphism on Users' Sense of Telepresence, Copresence, and Social Presence in Virtual Environments , 2003, Presence: Teleoperators & Virtual Environments.

[45]  John Short,et al.  The social psychology of telecommunications , 1976 .

[46]  E. Goffman The Presentation of Self in Everyday Life , 1959 .

[47]  Katelyn Y. A. McKenna,et al.  Can you see the real me? Activation and expression of the "true self" on the Internet. , 2002 .

[48]  Jeremy N. Bailenson,et al.  The Proteus Effect , 2009, Commun. Res..

[49]  Jorge Peña,et al.  The Priming Effects of Avatars in Virtual Settings , 2009, Commun. Res..

[50]  John F. Canny,et al.  Ubiquitous tele-embodiment: applications and implications , 1997, Int. J. Hum. Comput. Stud..

[51]  Robert LaRose,et al.  Internet Self-Efficacy and the Psychology of the Digital Divide , 2006, J. Comput. Mediat. Commun..