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Self Presentation in 3D Environments

May 26th, 2008 | No Comments | Posted in Cyberpsychology

There were some interesting questions raised during the Virtual Worlds Panel held at 3Dcamp at the weekend that I wanted to discuss more fully, from a social and developmental Psychology perspective.

What factors influence individuals to create 3D avatars as similar or dissimilar to their true physical forms?

Altering your digital self presentation, your avatar, in a 3D environment is as easy as applying make-up in the physical world. Unlike the physical world, however, making precise and dramatic changes to self presentation can be instantaneous rather than laborious e.g. losing weight. By putting an individual in total control they are free to create an avatar of their actual self (how they currently are), ideal self (how they would like to be) or their ought self (how they think they should be). Studies have indicated that users of online multi-player games will create a representation of themselves that reflects and approximates an idealised version of themselves, the ideal self. However, there are individual differences e.g. personality, goals etc., that can influence self representation online and thus there are users that deviate from the norm.

Can individuals be influenced by 3D avatars with dissimilar characteristics to their real life selves?

For some individuals the gap between their ideal self and actual self can be quite far apart and this can have a dramatic impact upon the individual’s evaluation of themselves. These users are particularly likely to create an avatar that is a highly idealised version of themselves, especially individuals suffering from low self esteem and/or depression. Recent research by the Virtual Human Interaction Lab has suggested that users can be influenced by their virtual world counterparts. For users that suffer from low self esteem this might suggest that socially interacting online with an idealised version of themselves could build confidence for real world interactions. (Related Article: How Second Life Affects Real Life)

Why do children and young adults create 3D avatars that are very visually dissimilar to their real life selves?

As the body develops from childhood, through adolescence and into adulthood, so too does your sense of self. Your identity formation involves two aspects – exploration (experimentation) and commitment (decision making). Studies have suggested that the Internet can be an important aid for young people as they search for an adult identity, especially when an individual is experiencing high levels of exploration but low levels of commitment. 3D environments in particular are helpful by providing the individual with the ability to experiment with self image combined with low levels of real-life consequence. (Related Article: Adolescents’ Online Self-Disclosure and Self-Presentation)

Why is there a higher adoption rate of 3D Environments with younger users?

The draw of 3D environments to younger users is due to a combination of factors. The ability to experiment with self identity - as discussed above. High levels of familiarity and accessibility from a very young age to 3D graphics through animated television shows, movies and through gaming. The desire for non-passive visual and cognitive stimulation, in comparison to passive forms of entertainment such as TV. Though it is true that an individual’s attention span can shorten through constant and immediate stimulation, the positive effects are an increased ability to multi-task and higher levels of motivation to complete tasks.

3DCamp at Limerick University

May 23rd, 2008 | 5 Comments | Posted in Cyberpsychology, Technology

I’m heading down to Limerick tomorrow, once again, for a conference. Though, I’ve been told that this particular one should be referred to as an “un-conference”. 3Dcamp is a variation on the BarCamp idea of holding user generated conferences - where the attendees provide the content of talks, workshops and demonstrations, unusually focusing on upcoming technologies and developments. The focus of 3Dcamp is “essentially the internet beyond the 2D browser”.

Talks of interest to a Cyberpsychologist?

A talk related to culture and sociability within the virtual world of World of Warcraft .

A demonstration of physical controls for virtual environments, highlighting the use of inexpensive hardware and open source software.

A ubiquitous computing talk outlining interaction design approaches to technologically-enhanced physical environments – e.g. interactive media in public spaces.

A talk focusing on augmented reality – using technology to insert objects into real environments. Brings to mind holograms and a (15ft tall Bill Gates!, but the applications of these future technologies are endless.

Also…

Design guru Sabrina Dent will be discussing how to make money from Second Life. I assume this will be through designing and selling 3D objects.

The M.Sc in Cyberpsychology course coordinator (Dr. Grainne Kirwan) will be discussing some of the current research in Cyberpsychology at 3Dcamp. If anyone is interested in a student perspective of the IADT masters course, there will be 3 of us from the class attending 3Dcamp.

I’m really looking forward to seeing the famous Pedestrian Living Bridge at University Limerick. Fingers crossed the current Iarnród Éireann dispute doesn’t de-rail my plans!