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Expressive Avatars: Vitality in Virtual Worlds

Critics have argued that human-controlled avatar interactions fail to facilitate the kinds of expressivity and social understanding afforded by our physical bodies. We identify three claims meant to justify the supposed expressive limits of avatar interactions compared to our physical interactions....

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Detalles Bibliográficos
Autores principales: Ekdahl, David, Osler, Lucy
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer Netherlands 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10079701/
https://www.ncbi.nlm.nih.gov/pubmed/37038606
http://dx.doi.org/10.1007/s13347-023-00628-5
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author Ekdahl, David
Osler, Lucy
author_facet Ekdahl, David
Osler, Lucy
author_sort Ekdahl, David
collection PubMed
description Critics have argued that human-controlled avatar interactions fail to facilitate the kinds of expressivity and social understanding afforded by our physical bodies. We identify three claims meant to justify the supposed expressive limits of avatar interactions compared to our physical interactions. First, “The Limited Expressivity Claim”: avatars have a more limited expressive range than our physical bodies. Second, “The Inputted Expressivity Claim”: any expressive avatarial behaviour must be deliberately inputted by the user. Third, “The Decoding Claim”: users must infer or figure out the expressive meaning of human-controlled avatars’ behaviour through cognitively onerous processes. With the aim of critically assessing all three claims, we analyze data collected through observations of and interviews with expert players of the avatar-based video game League of Legends. Focusing on Daniel Stern’s (2010) notion of vitality, we analyze the participants’ descriptions of seeing and interacting with other avatars during performance. Our analysis shows that the informants experience human-based avatarial interactions as qualitatively different than interactions with bots, that the informants see the movements of other players’ avatars as having different expressive styles, and that the informants actively use and manipulate this avatarial expressivity during performance. The results of our analysis, we argue, provide reasons for loosening or resisting the three claims concerning the limits of avatarial expressivity.
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spelling pubmed-100797012023-04-08 Expressive Avatars: Vitality in Virtual Worlds Ekdahl, David Osler, Lucy Philos Technol Research Article Critics have argued that human-controlled avatar interactions fail to facilitate the kinds of expressivity and social understanding afforded by our physical bodies. We identify three claims meant to justify the supposed expressive limits of avatar interactions compared to our physical interactions. First, “The Limited Expressivity Claim”: avatars have a more limited expressive range than our physical bodies. Second, “The Inputted Expressivity Claim”: any expressive avatarial behaviour must be deliberately inputted by the user. Third, “The Decoding Claim”: users must infer or figure out the expressive meaning of human-controlled avatars’ behaviour through cognitively onerous processes. With the aim of critically assessing all three claims, we analyze data collected through observations of and interviews with expert players of the avatar-based video game League of Legends. Focusing on Daniel Stern’s (2010) notion of vitality, we analyze the participants’ descriptions of seeing and interacting with other avatars during performance. Our analysis shows that the informants experience human-based avatarial interactions as qualitatively different than interactions with bots, that the informants see the movements of other players’ avatars as having different expressive styles, and that the informants actively use and manipulate this avatarial expressivity during performance. The results of our analysis, we argue, provide reasons for loosening or resisting the three claims concerning the limits of avatarial expressivity. Springer Netherlands 2023-04-06 2023 /pmc/articles/PMC10079701/ /pubmed/37038606 http://dx.doi.org/10.1007/s13347-023-00628-5 Text en © The Author(s) 2023 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) .
spellingShingle Research Article
Ekdahl, David
Osler, Lucy
Expressive Avatars: Vitality in Virtual Worlds
title Expressive Avatars: Vitality in Virtual Worlds
title_full Expressive Avatars: Vitality in Virtual Worlds
title_fullStr Expressive Avatars: Vitality in Virtual Worlds
title_full_unstemmed Expressive Avatars: Vitality in Virtual Worlds
title_short Expressive Avatars: Vitality in Virtual Worlds
title_sort expressive avatars: vitality in virtual worlds
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10079701/
https://www.ncbi.nlm.nih.gov/pubmed/37038606
http://dx.doi.org/10.1007/s13347-023-00628-5
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