The UX of Avatar Customization

Avatar customization is a feature that is offered in many computer and video games. Customization options are presented to users via Character Creation Interfaces or CCIs. CCIs differ greatly between games, independent of genre, with regard to the quantity and quality of customization options available. In addition, the way in which these options are presented to users differs from game to game. Research on avatar customization is typically focused on user-avatar identity or self-representation. In general, we have found that the User Experience (UX) of avatar customization has been greatly overlooked in academic literature. As such, we look to existing research on UX in order to propose how its methodologies may be used to study the impact of CCI affordances on player experience in games.

[1]  Victoria McArthur,et al.  Are socially exclusive values embedded in the avatar creation interfaces of MMORPGs? , 2009, J. Inf. Commun. Ethics Soc..

[2]  Igor Dolgov,et al.  Effects of cooperative gaming and avatar customization on subsequent spontaneous helping behavior , 2014, Comput. Hum. Behav..

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

[4]  Virpi Roto,et al.  User experience evaluation: do you know which method to use? , 2009, CHI Extended Abstracts.

[5]  Jacqueline Kerr,et al.  Exergames for subsyndromal depression in older adults: a pilot study of a novel intervention. , 2010, The American journal of geriatric psychiatry : official journal of the American Association for Geriatric Psychiatry.

[6]  Donald A. Norman,et al.  Affordance, conventions, and design , 1999, INTR.

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

[8]  Carman Neustaedter,et al.  Presenting identity in a virtual world through avatar appearances , 2009, Graphics Interface.

[9]  Seung-A. Annie Jin,et al.  Avatars Mirroring the Actual Self versus Projecting the Ideal Self: The Effects of Self-Priming on Interactivity and Immersion in an Exergame, Wii Fit , 2009, Cyberpsychology Behav. Soc. Netw..

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

[11]  S. Giddings Events and Collusions , 2009 .

[12]  Tyler Pace,et al.  Can an orc catch a cab in stormwind?: cybertype preference in the world of warcraft character creation interface , 2008, CHI Extended Abstracts.

[13]  Kursat Cagiltay,et al.  Studying computer game learning experience through eye tracking , 2007, Br. J. Educ. Technol..

[14]  Anders Drachen,et al.  Methods for Evaluating Gameplay Experience in a Serious Gaming Context , 2010, Int. J. Comput. Sci. Sport.

[15]  Victoria McArthur,et al.  Plans and co-situated factions: An evaluation of Avatar Affordances in Rift’s character creation interface , 2015 .

[16]  Francisco Luis Gutiérrez Vela,et al.  Playability: analysing user experience in video games , 2012, Behav. Inf. Technol..

[17]  Virpi Roto,et al.  Understanding, scoping and defining user experience: a survey approach , 2009, CHI.

[18]  Wolfgang Hochleitner,et al.  Using Heuristics to Evaluate the Overall User Experience of Video Games and Advanced Interaction Games , 2010, Evaluating User Experience in Games.

[19]  SunXu,et al.  Evaluating user experience of adaptive digital educational games with Activity Theory , 2012 .

[20]  M. Petró‐Turza,et al.  The International Organization for Standardization. , 2003 .

[21]  David J. Leonard Not a Hater, Just Keepin' It Real , 2006, Games Cult..

[22]  Sergio Figueiredo The Pleasures of Computer Gaming: Essays on Cultural History, Theory and Aesthetics , 2009 .

[23]  Rabindra A. Ratan,et al.  When Mii Is Me , 2016, Commun. Res..

[24]  Byron Reeves,et al.  Being in the Game: Effects of Avatar Choice and Point of View on Psychophysiological Responses During Play , 2009 .

[25]  Beth E. Kolko,et al.  Representing Bodies in Virtual Space: The Rhetoric of Avatar Design , 1999, Inf. Soc..

[26]  Robert J. Teather,et al.  The Avatar Affordances Framework: Mapping Affordances and Design Trends in Character Creation Interfaces , 2015, CHI PLAY.

[27]  Xu Sun,et al.  Evaluating user experience of adaptive digital educational games with Activity Theory , 2012, Int. J. Hum. Comput. Stud..

[28]  S. Giddings,et al.  Little jesuses and fuck- off robots: on aesthetics, cybernetics, and not being very good at Lego Star Wars , 2008 .

[29]  Tanner Higgin,et al.  Blackless Fantasy , 2008, Games Cult..