Abstract
Games often allow players to customize their virtual representations, and players tend to restrict themselves to appearances that are considered socially acceptable. However, there are different ideas of what a desirable appearance is (e.g., strong versus cute) and different players have different preferences. Through two studies, we explore the link between self-reported motivations (i.e., explicit motives—affiliation, power, and achievement) and the desirability of various appearance attributes. The affiliation motive is associated with striving for approachable appearances, such as characters with friendly facial expressions. The power motive predicts the goal to create strong, mighty, and less approachable appearances, and achievement-motivated individuals are more likely to seek out unremarkable appearances. Affiliation-motivation positively predicted time spent in character customization and creating characters in line with beauty standards (i.e., thin characters). We further observe that certain players are influenced by character appearance when making playstyle decisions. The results indicate that appearance preferences are diverse but not random and that players are more likely to pick avatars and playstyles that communicate their social motivations to other players. Theoretical explanations from the perspective of Motive-Disposition-Theory are discussed.
| Original language | English |
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| Title of host publication | Proceedings of the 19th International Conference on the Foundations of Digital Games, FDG 2024 |
| Editors | Gillian Smith, Jim Whitehead, Ben Samuel, Katta Spiel, Riemer van Rozen |
| Publisher | Association for Computing Machinery |
| Pages | 1-16 |
| Number of pages | 16 |
| ISBN (Electronic) | 9798400709555 |
| DOIs | |
| Publication status | Published - 21 May 2024 |
Publication series
| Name | ACM International Conference Proceeding Series |
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Bibliographical note
Publisher Copyright:© 2024 ACM.
Funding
We thank the several students that contributed to the design of these two studies, provided technical assistance, attempted to objectively code avatar attractiveness, and guided participants through the lab study. Specifically, we thank William Standard, Julia Reuter, Carolin Mannheim, Kerstin Schmitt, Melina Flender, Clara Markiewicz, Felicitas Meiborg, Max Bergholz, and Vanessa Pusch. We also want to thank the volunteers that pre-rated the character images and the Revelation Online players who allowed us to take screenshots of their characters.
| Funders |
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| Vanessa Pusch |
Keywords
- avatars
- character customization
- digital games
- mmorpg