Discussion question
Press Start Conjuring the Ideal Self
Press Start 2015 | Volume 2 | Issue 1 ISSN: 2055-8198 URL: http://press-start.gla.ac.uk
Press Start is an open access student journal that publishes the best undergraduate and postgraduate research, essays and dissertations from across
the multidisciplinary subject of game studies. Press Start is published by HATII at the University of Glasgow.
Conjuring the Ideal Self: an Investigation of
Self-Presentation in Video Game Avatars
Holly Maxwell Pringle
University of Glasgow
Abstract
Self-presentation in online spaces has recently attracted a significant
amount of attention in psychological literature. Video games allow
players to create a detailed, unique character to represent themselves in
the online social world. Research has found that there is a relationship
between self-esteem and online self-presentation. However, little
research has examined gender differences within this topic. The study
aimed to address this gap in the literature by specifically examining
gender differences in avatar creation and how this extends to gameplay
choices, while confirming the previously noted effects of body self-
esteem on avatar creation. Forty participants created an avatar in The
Elder Scrolls Online and completed questionnaires on General Self-
Esteem and Body Self-Esteem plus an evaluation of their avatar. Results
found that body self-esteem predicted perceived avatar similarity and
gender affected class choice. Limitations and directions of future
research are discussed.
Keywords
self-presentation; avatars; psychology; social psychology; impression
management; online behaviour; self-esteem; MMORPG; The Elder
Scrolls Online
Maxwell Pringle Conjuring the Ideal Self
Press Start 2015 | Volume 2 | Issue 1 ISSN: 2055-8198 2 URL: http://press-start.gla.ac.uk
Introduction
Self-presentation
Self-presentation, or impression management, is a regulation of social
behaviour with the intention of controlling the perception of one’s image.
It was first described by Erving Goffman in his 1959 book “The
Presentation of Self in Everyday Life”, using analogies to theatre to
explain how individuals are like actors when they self-present. It was
then defined as a social behaviour by Edward Jones in the 1960s, and
has been studied extensively in social psychology since.
It is said that the concept of self is important as it can influence, and be
influenced by, social interaction (Schlenker, 1980; Leary & Kowalski,
1990). It is argued that a certain degree of self-presentation is essential
for successful social interaction, and it is not simply a sign of vanity,
shallowness or insecurity (Leary, 1995). It has been consistently found
that individuals will try to present the most positive version possible of
themselves (Alexander & Knight, 1971; Bromley, 1993). Ultimately, it is
thought that it is the desire for social approval that drives self-
presentation efforts (Arkin, 2013; Jellison & Gentry, 1978).
Self-presentation in online environments
With the explosion of social media use in recent years, literature has
shifted focus towards impression management online. Currently, 83% of
internet users use social networking sites, and computer mediated
communication (CMC) accounts for a quarter of the time spent online
(Brenner, 2013). Impression management is particularly relevant to
online environments, as publicness significantly increases motivation to
self-present positively (Leary & Kowalski, 1990). Websites and
applications such as Facebook, Instagram and Twitter provide a platform
for individuals to project themselves, and it can be their real self or an
idealised self they choose to project.
As early as 1996, Walther’s Hyperpersonal model of communication
predicted that the reason individuals positively self-present online is
because the technology allows unlimited time and editing, meaning that
they can be highly strategic about self-presentation. Online
communication allows the individual to consider their response more
carefully, as they do not need to respond instantaneously as they would
in a spoken conversation. Editability means they can revise their
message, or delete it (Walther, 2007). This means negative aspects can
be downplayed, and information presented selectively to portray a
positive image (Ellison et al., 2006; Bibby, 2008). It is for these reasons
that it is significantly easier to present the best possible self online than
it is in real life.
Maxwell Pringle Conjuring the Ideal Self
Press Start 2015 | Volume 2 | Issue 1 ISSN: 2055-8198 3 URL: http://press-start.gla.ac.uk
Early research on impression management online examined the use of
personal websites as a form of self-presentation (Schau & Gilly, 2003).
Chat rooms and bulletin boards were also examined and it was found
that users often pretend to be someone else or act out negative
impulses in the online world that they cannot in real life (Rheingold,
1995; Surratt, 1998; Turkle, 1995). Users of chat rooms were found to
embellish personal characteristics such as age, intelligence, income and
marital status (Caspi & Gorsky, 2006; Cornwell & Lundgren, 2001;
Whitty, 2002).
More recently, research attention has shifted to social media sites such
as Facebook. It is stated that self-presentation is a major motivation to
use social networking sites (Kramer & Winter, 2008, Nadkarni &
Hofmann, 2012). It has been found that some users will self-present by
only showing the most attractive photos (Ellison et al., 2006; Manago et
al., 2008; Strano, 2008). Facebook users rated their profiles as
portraying them as better than reality on qualities such as “funny”,
“outgoing” and “adventurous”, and believed that their profiles presented
them more positively than reality (Toma & Carlson, 2015).
Self-presentation in video games
Video games are another form of media which can encourage conscious
or unconscious impression management. Many current games allow
players the freedom to create a very detailed and unique avatar to play
through the game as. There are usually many options available for
customisation, varying from hair colour to hand size, from forehead
slope to eye width, meaning that players can easily create something
that resembles themselves. Therefore, it would be reasonable to expect
that people will do so.
It has been found that users will spend extra effort creating a unique
representation of themselves, despite there being ready-made options
available, and even if it requires significantly more time commitment
(Cheng et al., 2002; Taylor, 2002). In the social online game Second
Life, 60% of users were found to create an avatar based on their own
characteristics, and it was found that it was often an idealised version of
themselves (Ducheneaut et al., 2009). Players of World of Warcraft were
asked to rate their own attributes, and then rate their character’s
attributes. It was found that they rated their characters as having more
favourable attributes than their own attributes; therefore they had
created an idealised character (Bessiere et al., 2007). In a study of
undergraduate females, it was found that those who wished to be
thinner created avatars with a lower body mass (Thomas & Johansen,
2012).
Creating an idealised self avatar has been found to establish a stronger
avatar-self connection than creating a self-reflective avatar (Sa, 2010).
Furthermore, users who create an idealised avatar indicate greater
personal and emotional investment in their avatar. Introverted players
Maxwell Pringle Conjuring the Ideal Self
Press Start 2015 | Volume 2 | Issue 1 ISSN: 2055-8198 4 URL: http://press-start.gla.ac.uk
often create avatars which are idealised versions of themselves, while
extroverted players experiment with new identities (Yee, 2006).
Evidently, the process of avatar creation in video games can reveal
considerable information about self-presentation and social behaviour.
Gender and Gameplay Choices
Games such as The Elder Scrolls Online originate massive virtual worlds,
complete with their own history, politics and prejudices (or lack thereof).
Potentially, one of the reasons why these games are popular with both
genders is because in the game, male and female bodies are equally
strong. Both genders can be warriors or healers if they choose to be;
there are no gender stereotypes. There are many strong female leader
characters, the society is truly equal and not dominated by either
gender.
While MMORPG environments allow players to escape the gender
stereotyping of the real world, video games are still often marketed very
obviously to men or to women (Lien, 2013). For example, the Call of
Duty first person shooter series is usually marketed to men -
commercials for it are shown during sports games and action movies.
Games marketed to women are less action based and more light-
hearted, life simulations or puzzles such as Candy Crush and Farmville.
According to some research, men like action and adventure, or “serious”
games, while females prefer games which involve helping and nurturing
(Subrahmanyam & Greenfield, 2000; Hartmann & Klimmt, 2006).
However, in a more recent study of South African young adults, it was
found that females and males actually liked similar games, and that
males identified with female game characters. The paper argued that
people performed in accordance with gender stereotypes because of
social expectations (Amory & Molomo, 2012). This suggests that there
could potentially be many female gamers who do not openly discuss
their gaming habits because of the stereotypes associated with gaming.
Often, people do not identify as gamers because of the negative
connotations associated with gaming (Shaw, 2011). This research adds
to the argument that gender stereotyping within gaming is a widespread
issue.
Despite this, women now make up almost half (48%) of gamers and
contrary to stereotypes, women aged 18 or over make up more of the
gaming population (36%) than boys aged 18 or younger (17%). Adult
male gamers average 18 years’ experience of play while adult females
average 13 years (Entertainment Software Association, 2014). This
shows that women represent a significant amount of the gaming
population, and are almost equally experienced when it comes to years
of play. It highlights how false the stereotypes and marketing strategies
are.
Maxwell Pringle Conjuring the Ideal Self
Press Start 2015 | Volume 2 | Issue 1 ISSN: 2055-8198 5 URL: http://press-start.gla.ac.uk
Rationale of the current study
Research in this area highlights the potential of avatar-based media for
exploring fundamental psychological mechanisms underlying
perceptions, attitudes and behaviours relating to self-presentation.
(Seung-A, 2010). Avatar creation media provides an environment with
which to study the more unconscious aspects of self-presentation. In
online environments such as these, it becomes easy for people to
interact socially in a disembodied manner; they are granted anonymity
and can reveal as much or as little as they choose. This combination of
anonymity and disembodiment provides a computer mediated
environment wherein a new kind of identity production appears. (Bargh
et al., 2002; McKenna et al., 2002). The study of avatars and social
interaction online are important research areas in the human computer
interaction (HCI) and cyberpsychology fields, and the wider field of
social psychology.
Online massively multiplayer video games such as World of Warcraft
(WoW) have created idiosyncratic social environments with their own
culture, history, group behaviour and real economic markets. It is
unsurprising that they have become a focus of study for researchers in
psychology. WoW has been studied by researchers using methods such
as qualitative ethnography and quantitative analysis of census data
(Bainbridge, 2015). As we continue to spend more and more time
online, the study of social behaviour in online communities becomes
increasingly important.
In addition to this, the recent “Gamergate” controversy (see Heron et
al., 2014) highlights the need for research in to gamer identity,
particularly with respect to gender and gaming. Despite the number of
female gamers, the games industry is still seen as a male dominated
industry (Stuart, 2011; Jayanth, 2014). Women make up just 12% of
the games industry workforce (Wallace & Robbins, 2006; Burgess et al.,
2007). Stereotypes prevail, which subsequently affect the design and
marketing of games. Research into gameplay choices will help to inform
game design, as well as revealing information about social behaviour,
individual differences and gender differences.
The main aim of the study is to investigate self-presentation in avatars
with relation to self-esteem. The secondary aim is to explore avatar-
directed gameplay choices with relation to gender. While a growing body
of research has been dedicated to self-presentation in avatars, none has
investigated the relationship between self-esteem and self-presentation
using Franzoi & Shields’s (1984) body self-esteem measure.
There has been some previous research in gender and avatar creation;
however, it has been limited. For example, Thomas & Johansen’s (2012)
study used a female-only sample and thus was not making a gendered
comparison. Currently, there is little research on gender in gameplay
Maxwell Pringle Conjuring the Ideal Self
Press Start 2015 | Volume 2 | Issue 1 ISSN: 2055-8198 6 URL: http://press-start.gla.ac.uk
choices. It has been found that females did show a slight preference for
healing/support based roles (DiGiuseppe & Nardi, 2007). However, this
study can be criticised for its methods and non-scientific approach. The
study was mostly quantitative and did not use any statistical methods to
analyse the strength of the relationship between gender and class
choice. Building on this research and using assumptions from gender
stereotypes to draw hypotheses, this study looks to investigate gender
differences in gameplay with regard to class choice.
The hypotheses of the study are as follows:
H1: self-esteem will predict scores of perceived similarity
H2: gender will affect class choice
Method
Design
The study used a mixed design to investigate two hypotheses. The
independent variables were self-esteem scores and gender. The
dependent variables were perceived similarity scores and class choice,
respectively.
Ethics
Participants were informed before the experiment commenced that all
their information would be kept fully confidential. They were reminded
that they could withdraw from the study at any time and could omit any
questions they did not wish to answer. Consent forms were used to
ensure that participants were aware of what they were taking part in.
Participants
There were 40 participants. 23 (57%) were female. 28 (70%)
participants were students. The remaining participants were either
graduates or non-students. Participants were recruited through
advertising on the University of Glasgow’s Psychology Facebook groups,
email and through word of mouth. Age of participants ranged between
20-35. The average age was 22.6 (SD = 3.05).
Twenty described themselves as regular gamers. The others had little to
no gaming experience. Of the regular gamers, the average time spent
playing games per sitting was 2.2 hours. The most common system
used was PC, followed by PS3. The most popular genres were
action/adventure, role playing (RPG) and first person shooter (FPS). The
genre of MMORPG games was played by 10% of participants (n = 4).
Materials
Maxwell Pringle Conjuring the Ideal Self
Press Start 2015 | Volume 2 | Issue 1 ISSN: 2055-8198 7 URL: http://press-start.gla.ac.uk
The video game used to create avatars was The Elder Scrolls Online, a
2014 massively multiplayer online role playing game (MMORPG). Players
are able to create a unique avatar upon starting the game, which will
represent them in the social online world as they play through the
game.
The avatar creation process is very detailed and allows players the
choice of nine races. There are three human races, the Redguards,
Nords and Bretons, differentiated by hair, eye and skin colouring,
culture and combat style. The three elven races are Dunmer, Bosmer
and Altmer. Lastly, there are three humanoid creature races, the Orcs,
Khajits and Argonians. For this study, race choice was left open to
participants. A brief outline of each race is provided in-game to inform
users of their traits and combat styles.
Figure 1: Available races in The Elder Scrolls Online. Top row L-R:
Argonian, Breton, High Elf; Middle row L-R: Khajit, Nord, Dark Elf;
Bottom row L-R: Orc, Redguard, Wood Elf
After choosing a race, users then choose a class, which determines their
style of combat and skills. The game provides a description of each
class, and if clarification was needed extra information was given to
participants to inform their decision. Choice of class is important as it
determines the player’s role in a social group. Dragonknights are
damage based warriors using heavy weapons, Nightblades focus on
damage using stealth, while Sorcerers use magic and Templars are
support based using magic to heal teammates.
Participants were told to choose the class as if they were going to play
the game, and reminded of the social and team work aspects involved.
Maxwell Pringle Conjuring the Ideal Self
Press Start 2015 | Volume 2 | Issue 1 ISSN: 2055-8198 8 URL: http://press-start.gla.ac.uk
Figure 2: Class choices in The Elder Scrolls Online
For the physical dimension of the avatar, the game allowed for the
manipulation of 48 attributes, using scale sliders and ternary diagrams.
These attributes varied from face structure such as cheekbone height,
eye width etc., to body shape such as waist size, hip size and gut size. It
was left to participants to manipulate as many or as little attributes as
they liked, to ensure that the process represented real life character
creation as closely as possible.
Figure 3: Example of avatar creation user interface in The Elder Scrolls
Online
Measures
Maxwell Pringle Conjuring the Ideal Self
Press Start 2015 | Volume 2 | Issue 1 ISSN: 2055-8198 9 URL: http://press-start.gla.ac.uk
The measures used were Rosenberg’s Self-Esteem scale, a Body Self-
Esteem questionnaire and a specially created avatar evaluation
questionnaire.
Self-esteem
Firstly, to measure general self-esteem, the Rosenberg scale (1965) was
used. This self-report test measures ten items on a Likert-type scale
with responses ranging from ‘strongly agree’ to ‘strongly disagree’.
Scores range from 0-30 with scores under 15 signifying low self-esteem.
Secondly, to measure body self-esteem, Franzoi & Shields (1984) Body
Self-Esteem scale was used. This self-report questionnaire uses a Likert
scale to measure how participants feel about 35 body parts and
functions, such as “appearance of stomach”, “thighs”, “nose”, “lips” etc.
Participants respond with a number between 1 and 5 in the space
provided. The minimum score is 35 and the maximum is 175.
Evaluation
The avatar evaluation asked participants to rate their avatar in terms of
facial features and body, and then asked them how similar to
themselves they perceived the avatar to be. Lastly, participants were
asked to write a short sentence explaining why they chose the race and
class they did.
Additional Measures
A questionnaire on gaming experience and habits was given to
determine if participants were regular gamers or non-gamers. This
asked if they considered themselves regular gamers or not, and if so
how many hours they would typically spend playing. It also asked which
genres of games they played and on what gaming system. Lastly, it
asked if participants played online games and if so, if they played with
friends or with strangers.
Procedure
Firstly, participants were given their questionnaire package and
informed of what they would be doing. They were asked to read and
sign a consent form and read the instructions sheet. Secondly, they
completed the gaming habits questionnaire.
After this, they began creating their avatar. They were asked to
complete a trial to acclimatise to the user interface of the game, by way
of replicating a practice avatar from a printed image. To ensure that this
example avatar did not influence participants’ own avatar choices, it was
given extreme and unusual features that they would be unlikely to
choose for their own avatar.
Maxwell Pringle Conjuring the Ideal Self
Press Start 2015 | Volume 2 | Issue 1 ISSN: 2055-8198 10 URL: http://press-start.gla.ac.uk
The trial ensured that the user interface was not a confounding variable,
as difficulty or confusion using it could affect a participant’s avatar
design process and lengthen their creation time, which was being
measured. If participants were regular gamers or felt confident about
using the interface they were allowed to skip this stage.
After the trial, the avatar settings were reset and the participants began
creating their own avatar. While doing this, a screen recording was
taken in order to measure the time spent on creating.
Figure 4: The practice avatar
Upon finishing the avatar, participants then began completing their
questionnaires. Firstly, they completed the Rosenberg Self-Esteem
scale, followed by the Body Self-Esteem scale, and lastly the avatar
evaluation questionnaire.
Participants were then debriefed on the study. They were told what the
questionnaires had measured, how the data was going to be used and
what the study was investigating. They were reminded that their data
would be anonymised, and that they could email to ask any questions or
enquire about the results of the study. The duration of the experiment
was on average 30 minutes for each participant.
Results
Self-esteem and similarity
H1: self-esteem will predict scores of perceived similarity
A multiple regression was run to test if self-esteem would predict
perceived similarity ratings. Self-esteem was a composite of two
Maxwell Pringle Conjuring the Ideal Self
Press Start 2015 | Volume 2 | Issue 1 ISSN: 2055-8198 11 URL: http://press-start.gla.ac.uk
independent variables: the Rosenberg general self-esteem measure and
the body-self-esteem measure. A multiple regression was used as it
allows analysis of the effects of multiple independent variables on a
dependent variable; in this case if one or both self-esteem measures
predicted similarity.
The results were found to be highly significant: F(2, 37) = 5.73, p =
0.007. This supports the hypothesis that self-esteem will predict scores
of perceived similarity. However, analysis of coefficients revealed that
only one of the variables added statistically significantly to the
prediction, the body self-esteem measure (p = 0.002). This signifies
that while body self-esteem was a highly significant predictor of
perceived similarity, there was no relationship found between general
self-esteem and perceived similarity rating.
Table 1: Descriptive Means
The unstandardised coefficient value for body-self-esteem was 0.081.
This means that as body self-esteem rating increased, perceived
similarity rating increased by 0.081. This supports the hypothesis that
self-esteem will predict scores of perceived similarity.
Gender and class choice
H2: gender will affect class choice
For this hypothesis a Chi-Square goodness-of-fit test was used. The
results were moderately significant: x(3) = 9.264, p <0.026. Thus the
hypothesis that gender would affect class choice was supported.
It was found that the most popular class choice for women was the
healing role (Templar) as 34.8% (n = 8) of female participants chose
this, while only 1 male participant chose it. For males the most popular
choice was the damage focused role (Dragonknight) with 47.7% (n = 8)
making this choice. The Sorcerer class was more popular with females
(30.4%, n = 7) than males (11.8%, n = 2) while the Nightblade class
was more popular with males (65.3%, n = 6) than females (17.4%, n =
4). Examination of Cramer’s V reveals that the strength of the
relationship between gender and class choice is very high, as the
Gamma value is high (0.481) while the significance is low (0.026). This
supports the hypothesis that gender affects class choice.
Maxwell Pringle Conjuring the Ideal Self
Press Start 2015 | Volume 2 | Issue 1 ISSN: 2055-8198 12 URL: http://press-start.gla.ac.uk
The bar chart below illustrates the differences in class choice between
genders. It is clear that Templar was a significantly more popular choice
for females than males, while Dragonknight was more popular with
males.
Figure 5: Class choice for males and females
However, a second cross-tabulation revealed that within gamers of both
genders, Dragonknight was most popular (22.5%, n = 9) and Templar
least popular (5%, n = 2) Being a gamer did not significantly predict
class choice (p = 0.066) as class was varied within the regular gamer
group.
Discussion
Summary
Primarily, the study sought to investigate self-presentation in video
games. Previous research found that self-presentation is a key feature
of online social interaction, and that self-esteem can predict the nature
of the self portrayed. This study proposed that self-esteem would predict
the perceived similarity rating of participants’ avatars. Gender and class
choice was examined to determine if gender plays a role in gameplay
decisions, to build on previous but limited research in this area.
Interpretation of the results
Self-Esteem & Similarity
Maxwell Pringle Conjuring the Ideal Self
Press Start 2015 | Volume 2 | Issue 1 ISSN: 2055-8198 13 URL: http://press-start.gla.ac.uk
While there were no significant results found for general self-esteem,
there were highly significant results found for the relationship between
body self-esteem and similarity rating. The strength of the relationship
was examined and found to be very strong. As body self-esteem score
increased, perceived similarity rating increased. This supported the
hypothesis that self-esteem would predict avatar similarity.
As expected, those with a high body self-esteem score created an avatar
similar to themselves, potentially because they were happy with
themselves and did not feel the need to change things dramatically.
Conversely, those with low body self-esteem score created something
they perceived to be slightly similar, but downplayed or exaggerated the
features they didn’t like in themselves - these features were determined
through the results of the body self-esteem questionnaire. This supports
Jensen et al.’s (2003) statement “Whether this takes the form of a kind
of literal ‘mapping’ of the self onto one’s avatar, or a concealment of
one’s “real self” within it, avatars are viewed as a form of self-
representation.”
These results are consistent with findings from previous research (e.g.
Axelsson, 2002; Ducheneaut et al., 2009; Bessiere et al., 2007; Thomas
& Johansen, 2012; Companion & Sambook, 2008; Trepte & Reinecke,
2010) and suggest that body self-esteem plays a fundamental role in
online self-presentation. Despite the study using a small sample, the
effects of body self-esteem on online self-presentation were
pronounced.
However, an alternative interpretation of the results could be that those
who have high body self-esteem are more likely to describe the avatars
as similar to themselves, because they believe themselves to be closer
to the idealised version they have created, even if this is not the case.
Similarly, those with low body self-esteem may state that their idealised
avatar does not look like them, but an objective observer may think it
does, when the person cannot see it for themselves because their
judgment is clouded by low self-esteem. Therefore, to fully investigate
the relationship between body self-esteem and avatar similarity, a
future replication could use an additional measure of similarity, such as
the judgment of a neutral party or even a comparison of actual body
measurements and facial structure vs. the avatar’s features.
Gender
It was hypothesised that gender would affect class choice. This
hypothesis was supported by the results of a Chi-Square test. Males
were more likely to choose the Dragonknight class, while females were
more likely to choose the Templar class. This suggests that there are
gameplay differences between males and females with regard to the role
they play in a social online game. These results posit that women prefer
healing, supportive roles while men prefer damage-based, more
Maxwell Pringle Conjuring the Ideal Self
Press Start 2015 | Volume 2 | Issue 1 ISSN: 2055-8198 14 URL: http://press-start.gla.ac.uk
aggressive roles. This is consistent with typical gender stereotypes and
marketing in video games. However, it is possible that females are
simply acting in according with the stereotypes expected of them, as
argued by Amory & Molomo (2012). It was found that female gamers
showed more variation in class choice, suggesting that class choice
could potentially be more to do with gaming experience. This supports
DiGiuseppe & Nardi’s (2006) findings that as gaming experience
increased, females showed more variation in class choice. If females do
not have gaming experience, perhaps they are more likely to fall into
stereotypical behaviour. Of course the same could apply to males too, as
they may choose the more aggressive role to fulfil the stereotype of
being physically strong. However, as afore-mentioned the sample was
small, thus a larger study could determine if these effects are
widespread.
Limitations
The study was not without its limitations. Predominantly, the sample
size was very small, meaning it is difficult to generalise the results to
the population. This was due to time constraints; in future the study
could be replicated with a larger sample to increase statistical power.
Secondly, age in the sample only varied between 20 and 35. This was
because it was mainly undergraduates used, and it was difficult to gain
access to individuals spanning each age group. It was decided that the
sample would be limited to this age range as it would have been difficult
to counterbalance across all age groups. Future research could improve
on this by testing individuals in all age groups to determine if age
produces any effect. In terms of gender, there was a disproportionate
amount of females in the sample. Ideally there would be an equal
amount of both genders to ensure the results are generalisable to the
population.
Another issue with the study was software problems. The Elder Scrolls
was chosen as it had a very detailed character creation interface;
however some participants still commented that the attributes changed
very subtly and because of this they could not make extreme “cartoony”
looking characters. An additional problem of using this software was the
user interface, as it is perhaps not the most intuitive to use. There are
sliders for each attribute which works well when the attribute is on a
scale (e.g. height); however for attributes like hair style, the user is
required to click through each option as there is no thumbnail to display
each style. This frustrated some participants and could have lessened
the effort they expended in creating their avatar.
Implications
The study presents some interesting implications with regard to self-
presentation in video games. It has been found that participants who
played a game with their own personalised avatar displayed higher
levels of aggressive behaviour than those who played with a non-
Maxwell Pringle Conjuring the Ideal Self
Press Start 2015 | Volume 2 | Issue 1 ISSN: 2055-8198 15 URL: http://press-start.gla.ac.uk
personalised avatar. In violent video games, participants were found to
experience more arousal and self-activation if they played with a
personalised character, which subsequently increased aggressive
responses (Fischer et al., 2010). It would be interesting to investigate
the effect of personalised avatars on behaviour in other types of games
such as prosocial games, to determine if this is a widespread effect.
Additionally, avatars in video games could allow for an increase in self-
esteem. These environments also allow people to express themselves
fully, in ways that they may not feel able to in real life - they are able to
reveal their “hidden selves” (Sular, 2002). It is for these reasons that
online environments play a key role in identity empowerment. (Zhao et
al., 2008).
Future research
A fundamental direction for future research would be to isolate the
specific features of the body self-esteem questionnaire, and examine
each one in relation to the corresponding feature on the avatar. For
example, comparing ratings of own biceps in males to size of biceps
they choose for their avatar. This would serve to explore in more depth
the relationship between self-esteem and avatar creation.
Secondly, the difference between the effects of general self-esteem and
body self-esteem should be investigated further. The study found that
there was no effect of general self-esteem on the avatar’s perceived
similarity. This suggests that either avatar presentation solely reflects
physical attributes, or that the sample size was simply not large enough
to find any effects. Perhaps general self-esteem could be reflected in
other non-physical attributes commonly found in avatars such as
intelligence, honesty, wisdom, etc. It could be possible that people
separate their physical and mental qualities when creating an avatar,
and as there were only physical qualities to customise, general self-
esteem was not a significant factor in influencing this.
As previously mentioned, a limitation of this study was the age range in
the sample. Future research in the area could aim to test participants
from every age group to determine if the effects are age-specific. Would
older adults display the same amount of self-presentation efforts as
younger adults? Does exposure to video games and social media affect
this, or is self-presentation a timeless concept found across many
mediums? A future study could compare self-presentation in video game
avatars, social media websites and traditional mediums to determine if
self-presentation efforts have increased with the use of these
technologies.
Lastly, future research could comprise cross cultural study. Research has
found that there are differences in the way Western and Asian users
self-present in games. Western games more commonly have
customisation options while Asian games will typically only have pre-
Maxwell Pringle Conjuring the Ideal Self
Press Start 2015 | Volume 2 | Issue 1 ISSN: 2055-8198 16 URL: http://press-start.gla.ac.uk
defined characters to play as. It was found that Asian gamers disliked
detailed character creation because they did not like that other, more
skilled players could create avatars more attractive than theirs (Yee,
2006). This could possibly represent a difference in cultures, as Western
cultures focus on individualism and Eastern on collectivism. Future
research could investigate how self-presentation differs across cultures,
to establish if the research by Yee is generalisable to the population.
Conclusion
This study contributed to the literature by expanding on current
research while investigating new hypotheses. The effect of self-esteem
on avatar self-presentation found in previous research was confirmed
and found to have a strong relationship. The study built on previous
research by using quantitative rather than qualitative methods to find
that gender affected gameplay decisions.
The results of this study could be applied to many areas, such as games
design and marketing, cyberpsychology and the study of online social
behaviour. It is important to determine if real life social behaviours
translate to online environments, or if different rules apply in these
environments.
As previously discussed, there is an argument that the games industry
seems to be discordant with the reality of their audience: marketing for
mainstream titles is often clearly directed at men or women. As such,
gender is a contentious topic within the industry, and therefore
something that needs to be explored. Research in this area could lead to
better game design and marketing as designers will learn more in depth
information about their audience, while informing the field of social and
cyber psychology on trends in online behaviour.
References
Alexander, C., Knight, G. (1971). Situated Identities and Social
Psychological Experimentation, Sociometry, 34(1), p65-82
Amory, A., & Molomo, B. (2012). Gendered Play and Evaluation of
Computer Video Games by Young South Africans, Gender, Technology
And Development, 16(2), p177-196
Arkin, R. (2013). Self presentation styles. In J. Tedeschi, Impression
Management Theory and Social Psychology Research (2nd ed.).
Axelsson, A. (2002). “The Digital Divide: Status Differences in Virtual
Environments.” In R. Schroeder (Ed.) Social life of Avatars: Presence
and interaction in Shared Virtual Environments (pp.188-204). New York:
Springer.
Bainbridge, W. (2015) World of Warcraft, The International Encyclopedia
of Digital Communication and Society, p1–4.
Maxwell Pringle Conjuring the Ideal Self
Press Start 2015 | Volume 2 | Issue 1 ISSN: 2055-8198 17 URL: http://press-start.gla.ac.uk
Bargh, J., McKenna, K., & Fitzsimons, G. (2002). Can You See the Real
Me? Activation and Expression of the “True Self” on the Internet, Journal
Of Social Issues, 58(1), p33-48
Bessière, K., Seay, A. F., & Kiesler, S. (2007). The ideal elf: Identity
exploration in World of Warcraft, CyberPsychology & Behavior, 10,
p530-535.
Bibby, P. (2008). Dispositional factors in the use of social networking
sites: Findings and implications for social computing research, Lecture
Notes in Computing Science, 5075, p392-400
Brenner, J. (2013). Pew Internet: Social Networking. Retrieved 5 June,
2015 from http://www.pewinternet.org/fact-sheets/social-networking-
fact-sheet/
Bromley, D. (1993). Reputation, image, and impression management.
Chichester, England: Wiley.
Burgess, M. C. R., Stermer, S. P. & Burgess, S. R. (2007). Sex, lies and
video games: The portrayal of male and female characters on video
game covers. Sex Roles, 57, p419-433.
Caspi, A., & Gorsky, P. (2006). Online deception: Prevalence, motivation
and emotion, CyberPsychology & Behavior, 9, p54-59.
Cheng, L., Farnham, S., & Stone, L. (2002). Lessons learned: Building
and deploying shared virtual environments. In R. Schroeder (Ed.), Social
life of avatars: Presence and interaction in shared virtual environments.
New York: Springer.
Companion, M., & Sambrook, R. (2008). The Influence of Sex on
Character Attribute Preferences. Cyberpsychology & Behavior, 11(6),
p673-674
Cornwell, B., & Lundgren, D. C. (2001). Love on the Internet:
Involvement and misrepresentation in romantic relationships in
cyberspace vs. realspace, Computers in Human Behavior, 17, p197-211.
DiGiuseppe, N., Nardi, B. (2007) Real Genders Choose Fantasy
Characters: Class Choice in World of Warcraft, First Monday, 12(5)
Ducheneaut, N., Wen, M., Yee, N., & Wadley, G. (2009). Body and
mind: A study of avatar personalization in three virtual worlds.
Proceedings of CHI 2009.
Ellison, N., Steinfield, C., Lampe, C. (2006) The Benefits of Facebook
“Friends”: Social Capital and College Students, Journal of Computer-
Mediated Communication, 12(4), p1143-1168
Maxwell Pringle Conjuring the Ideal Self
Press Start 2015 | Volume 2 | Issue 1 ISSN: 2055-8198 18 URL: http://press-start.gla.ac.uk
Entertainment Software Association. (2014). Essential Facts About the
Computer and Video Games Industry. Retrieved 5 June 2015, from
http://www.theesa.com/wp-content/uploads/2014/10/ESA_EF_2014.pdf
Fischer, P., Kastenmuller, A., Greitemeyer, T. (2010). Media violence
and the self: The impact of personalised gaming characters in
aggressive video games on aggressive behaviour, Journal of
Experimental Social Psychology, 46(1), p192-195
Franzoi, S.L. & Shields, S.A. (1984). The Body-Esteem Scale:
Multidimensional structure and sex differences in a college population,
Journal of Personality Assessment, 48, p173-178.
Goffman, Erving (1959). The Presentation of Self in Everyday Life. New
York: Doubleday.
Hartmann, T., KIimmt, C. (2006) Gender and computer games:
Exploring females’ dislikes, Journal of Computer-Mediated
Communication, 11, p910-931
Heron, M., Belford, P., & Goker, A. (2014). Sexism in the circuitry.
SIGCAS Comput. Soc., 44(4) p18-29
Jayanth, M. (2014). 52% of gamers are women – but the industry
doesn’t know it | Meg Jayanth. the Guardian. Retrieved 9 March 2015,
from http://www.theguardian.com/commentisfree/2014/sep/18/52-
percent-people-playing-games-women-industry-doesnt-know
Jellison, J., Gentry, K. (1978). A Self-Presentation Interpretation of the
Seeking of Social Approval, Personality and Social Psychology Bulletin,
4(2), p227-230
Jones, E.E. (1964). Ingratiation: A social psychological analysis. New
York, New York: Appleton-Century-Croft.
Kramer, N., Winter, S. (2008) Impression Management 2.0, Journal of
Media Psychology, 20(3), p106-116
Leary, M. (1995). Self-presentation: Impression management and
interpersonal behavior. Social psychology series. Madison, WI, US:
Brown & Benchmark Publishers
Leary, M., & Kowalski, R. (1990). Impression management: A literature
review and two-component model. Psychological Bulletin, 107(1), p34-
47
Lien, T. (2013). No girls allowed. Polygon. Retrieved 19 May 2015, from
http://www.polygon.com/features/2013/12/2/5143856/no-girls-allowed
Manago, A. M., Graham, M. B., Greenfield, P. M., & Salimkhan, G.
Maxwell Pringle Conjuring the Ideal Self
Press Start 2015 | Volume 2 | Issue 1 ISSN: 2055-8198 19 URL: http://press-start.gla.ac.uk
(2008). Self-presentation and gender on MySpace, Journal of Applied
Developmental Psychology, 29, p446–458.
McKenna, K., Green, A., & Gleason, M. (2002). Relationship Formation
on the Internet: What's the Big Attraction?. Journal Of Social Issues,
58(1), p9-31
Nadkarni, A., & Hofmann, S. (2012). Why do people use Facebook?
Personality And Individual Differences, 52(3), p243-249
Rosenberg, M. (1965). Society and the adolescent self-image. Princeton,
NJ: Princeton University Press.
Sa, J. (2010) “I feel more connected to the physically ideal mini me than
the mirror-image mini me”: theoretical implications of the “malleable
self” for speculations on the effects of avatar creation on avatar-self
connection in Wii, Cyberpsychology, Behaviour and Social Networking,
13(5), p567-70
Schau, H., & Gilly, M. (2003). We Are What We Post? Self‐Presentation
in Personal Web Space. Journal Of Consumer Research, 30(3), p385-404
Schlenker, B. (1980). Impression Management: The Self-Concept, Social
Identity, and Interpersonal Relations. Monterey, California: Brooks/Cole.
Shaw, A. (2011). Do you identify as a gamer? Gender, race, sexuality,
and gamer identity. New Media & Society, 14(1), p28-44
Strano, M. M. (2008). User Descriptions and Interpretations of Self-
Presentation through Facebook Profile Images. Cyberpsychology:
Journal of Psychosocial Research on Cyberspace, 2(2), article 1.
Retrieved 5 June 2015, from
http://cyberpsychology.eu/view.php?cisloclanku=2008110402
Stuart, K. (2011). Game changers: the women who make video games.
The Guardian. Retrieved 9 March 2015, from
http://www.theguardian.com/technology/2011/dec/08/women-
videogames-designing-writing
Subrahmanyam, K., Greenfield, P. (2000). Computer games for girls:
What makes them play? J. Cassell, H. Jenkins (Eds.), From Barbie to
Mortal Kombat, The MIT Press, Cambridge, Mass, pp. 46-71
Surratt, C. (1998) Netlife: Internet citizens and their communities, Nova
Science, New York
Taylor, T. L. (2002). Living digitally: Embodiment in virtual worlds. In R.
Schroeder (Ed.), The social life of avatars: Presence and interaction in
shared virtual environments (pp. 40–62). London: Springer-Verlag
Maxwell Pringle Conjuring the Ideal Self
Press Start 2015 | Volume 2 | Issue 1 ISSN: 2055-8198 20 URL: http://press-start.gla.ac.uk
Thomas, A. G., & Johansen, M. K. (2012). Inside out: Avatars as an
indirect measure of ideal body self-presentation in females.
Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 6(3)
Toma, C., & Carlson, C. (2015). How Do Facebook Users Believe They
Come Across in Their Profiles?: A Meta-Perception Approach to
Investigating Facebook Self-Presentation. Communication Research
Reports, 32(1), p93-101.
Trepte, S., & Reinecke, L. (2010). Avatar Creation and Video Game
Enjoyment. Journal Of Media Psychology: Theories, Methods, And
Applications, 22(4), p171-184
Turkle, S. (1995) Life on the screen: Identity in the age of the Internet,
Simon & Schuster, New York
Wallace, M., & Robbins, B. (Eds.) (2006). IGDA 2006 casual games
white paper [online] Retrieved 5 June 2015, from
https://c.ymcdn.com/sites/www.igda.org/resource/collection/BCB11E9B
-13E6-40D0-B390-
952B5E11D35A/IGDA_CasualGames_Whitepaper_2006.pdf
Walther, J. B. (1996). Computer-mediated communication: Impersonal,
interpersonal, and hyperpersonal interaction. Communication Research,
23, p3–43.
Walther, J. B. (2007). Selective self-presentation in computer-mediated
communication: Hyperpersonal dimensions of technology, language, and
cognition. Computers in Human Behavior, 23, pp.2538–2557
Whitty, M. T. (2002). Liar, liar! An examination of how open, supportive
and honest people are in chat rooms. Computers in Human Behaviour,
18, p343-352.
Yee, N. (2006). Avatar and Identity in MMORPGs. Nickyee.com.
Retrieved 24 February 2015, from
http://www.nickyee.com/daedalus/gateway_identity.html