TY - GEN
T1 - Self-representation does (not) spark joy
T2 - GamiFIN Conference
AU - Bujić, Mila
AU - Macey, Anna-Leena
AU - Kerous, Bojan
AU - Belousov, Anatolii
AU - Buruk, Oğuz
AU - Hamari, Juho
N1 - Funding Information:
This research was funded by the Academy of Finland (342144; ’POSTEMOTION’) and the Foundation of Economic Education, Finland (169394; “GamEmOrg”).
Publisher Copyright:
© 2023 Copyright for this paper by its authors.
PY - 2023
Y1 - 2023
N2 - There is an increasing relevance of our virtual representations and identities in the contexts of immersive virtual reality (VR) whether it be for leisure, work, or studies. Importantly, various communities are progressively turning to collaborating in virtuality, which has been made approachable and more intuitive through full body tracking and co-presence in virtual environments. Moreover, avatars used to present oneself have been shown to have profound meaning and effects on social experiences, on-screen and in VR alike. However, there is still a paucity of research on embodied, immersive VR collaborative experiences, and the influence of avatar customisation on user experiences in such contexts. This exploratory study employed a repeated-measures between-subjects laboratory experiment design (N = 55) to probe the relationships between avatar customisation, individual differences, and emotional outcomes. Primarily through thorough investigation of data using descriptive and visual statistical techniques, the results suggest that allowing for free avatar customisation results in an overall more emotionally positive experience than when a default avatar was provided. Additionally, this effect is significantly driven by those higher in Extraversion and Neuroticism. Finally, these findings shed light on the potential implications of individual differences and avatar customisation in design and further research of collaborative VR.
AB - There is an increasing relevance of our virtual representations and identities in the contexts of immersive virtual reality (VR) whether it be for leisure, work, or studies. Importantly, various communities are progressively turning to collaborating in virtuality, which has been made approachable and more intuitive through full body tracking and co-presence in virtual environments. Moreover, avatars used to present oneself have been shown to have profound meaning and effects on social experiences, on-screen and in VR alike. However, there is still a paucity of research on embodied, immersive VR collaborative experiences, and the influence of avatar customisation on user experiences in such contexts. This exploratory study employed a repeated-measures between-subjects laboratory experiment design (N = 55) to probe the relationships between avatar customisation, individual differences, and emotional outcomes. Primarily through thorough investigation of data using descriptive and visual statistical techniques, the results suggest that allowing for free avatar customisation results in an overall more emotionally positive experience than when a default avatar was provided. Additionally, this effect is significantly driven by those higher in Extraversion and Neuroticism. Finally, these findings shed light on the potential implications of individual differences and avatar customisation in design and further research of collaborative VR.
KW - avatar
KW - big five
KW - embodiment
KW - metaverse
KW - Player experience
KW - user modelling
KW - virtual reality
UR - https://ceur-ws.org/Vol-3405/
M3 - Conference contribution
AN - SCOPUS:85161706757
T3 - CEUR Workshop Proceedings
SP - 96
EP - 105
BT - Proceedings of the 7th International GamiFIN Conference
PB - CEUR-WS
Y2 - 18 April 2023 through 21 April 2023
ER -