Adolescent Female Users’ Avatar Creation in Social Virtual Worlds: Opportunities and Challenges
Abstract
:1. Introduction
2. Literature Review and Theoretical Background
2.1. Online Self-Presentation of Adolescent Female Users
2.2. Social Virtual Worlds and Avatar Creation
2.3. Theoretical Framework: Social Representation Theory
- RQ1. How do adolescent female users construct their avatar identities, including traits such as age, gender, occupation, skin color, and body shape, in social virtual worlds?
- RQ2. How do adolescent female users perceive social virtual worlds in comparison to reality and games?
- RQ3. What are the opportunities and challenges experienced by adolescent female users in social virtual worlds?
3. Methodology
3.1. Research Context
3.2. Semi-Structured Interviews
3.3. Content Analysis
3.4. Analysis of the Structure: Core and Periphery Analysis
3.5. Mapping Social Representations
4. Results
4.1. Replication of Actual Self in Avatar Creation (RQ1)
4.2. Creation of New Self in Avatar Creation (RQ1)
4.3. Adolescent Female Users’ Perception of the Social Virtual World (RQ2)
4.4. Opportunities and Challenges in the Social Virtual World (RQ3)
5. Discussion and Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Benefits | Challenges | |
---|---|---|
Self-expression and interaction | - Creative self-expression - Enhanced self-image control - Validation through likes/follows | - Editing photos to conform to idealized beauty standards - Peer comparison |
Relationships and friendships | - Expanded social circles - Enhanced emotional disclosure, quality friendships | - Cyberbullying - Online harassment - Unwanted sexual conversations |
Identity exploration | - Exploring interests with like-minded individuals - Experimenting with virtual personas | - Persistent gender norms - Negative body image and dissatisfaction with actual self |
Fortnite | Minecraft | Roblox | Zepeto | Avakin Life | |
---|---|---|---|---|---|
Release year | 2017 | 2011 | 2006 | 2018 | 2013 |
Publisher (Country of origin) | Epic Games (USA) | Mojang Studios (Sweden, now part of Microsoft) | Roblox Corporation (USA) | Naver Z Corporation (South Korea) | Lockwood Publishing (United Kingdom) |
Number of users (as of 2023) | Over 500 million registered users (Over 231 million monthly active users) | Over 168 million monthly active users | Over 206 million monthly active users | Over 400 million registered users (Over 20 million monthly active users as of 2022) | Over 200 million registered users |
Major characteristics | - Three different modes: cooperative game, battle royale game, creative mode - Custom skins, paid emote options, outfits, gears - Creative mode for designing structures and games on own island and inviting others | - Two different modes: creative mode and survival mode - Blocky sandbox for resource gathering and world building without predefined goals - Large player community to share maps and creations | - User-generated content platform for programming and playing games (Experiences) - Game development tools based on own scripting language, Lua - User sales of avatar accessories, creator models, and plugins on Marketplace | - Avatar customization with a focus on fashion and style - Advanced customization feature, Custom Pro, with extra fee - Sales of user-generated avatar templates and items - Virtual photo/video shoots, SNS-like posting and livestreaming features - In-app events and activities for users (e.g., K-pop fansign event) | - Customization and decoration of homes as well as avatars - Publisher -supplied items only - Random customization function for quick avatar creation - Designed with emphasis on social components over gaming - Social events such as parties and fashion contests |
Characteristics | N | |
---|---|---|
Age | 9 | 1 |
10 | 2 | |
11 | 4 | |
13 | 3 | |
14 | 4 | |
15 | 1 | |
Usage duration | Less than 1 year | 5 |
1–2 years | 6 | |
More than 2 years | 4 | |
Frequency of use | 1–2 times a week | 1 |
2–3 times a week | 1 | |
3–4 times a week | 2 | |
Almost daily | 11 | |
Daily usage time | Less than 1 h | 3 |
1–2 h | 6 | |
More than 2 h | 6 | |
Time spent for avatar design | Less than 1 h | 9 |
1–2 h | 3 | |
More than 2 h | 2 | |
Cannot remember | 1 | |
Money spent for avatar design | None | 7 |
Less than 10,000 KRW ($7) | 2 | |
10,000 KRW ($7) | 1 | |
20,000 KRW ($15) | 2 | |
45,000–300,000 KRW ($33–$222) | 3 | |
Experience of using other SVWs | None | 5 |
Roblox | 10 |
No. | Topic | Example |
---|---|---|
T01 | Replication of actual self | I’d like my avatar to look just like me. (Interviewee 2) |
T02 | Creation of new self | I’d like my avatar to look different from how I am in real life. (Interviewee 14) |
T03 | Ideal body | I’m pretty small and skinny in real life right now, so I want my Zepeto avatar to be tall and kinda big. (Interviewee 4) I want to make my avatar’s skin lighter than my actual skin because I think it looks prettier. (Interviewee 5) |
T04 | Identical gender | I feel more comfortable when I keep my avatar’s gender the same as my real gender. (Interviewee 8) |
T05 | Different gender | Since I’m a girl, I’d like to experiment with a male gender for my avatar, something I can’t experience in real life. (Interviewee 13) |
T06 | Student identity | Since I’m content with being a student in real life, I think a student avatar suits me best in Zepeto too. (Interviewee 2) |
T07 | Idealization of adults | I want to set my avatar’s age in the 20s because it seems like people in their 20s enjoy more freedom in life. (Interviewee 3) |
T08 | Autonomy of avatar creation | It’s an advantage of the metaverse that I can design my avatar just the way I like. (Interviewee 1) |
T09 | Surreal experience | For me, Zepeto is a world where I can experience things that I can’t do in real life. (Interviewee 13) |
T10 | Escapism | In Zepeto, there’s no school or private academy stressing me out. (Interviewee 7) |
T11 | Enjoyment | Zepeto is a fun world where something different happens every day, unlike my real life. (Interviewee 11) |
T12 | Virtual community | Zepeto feels like a SNS when I upload photos of my avatar dancing to my feed. (Interviewee 5) Zepeto lets me quickly connect with strangers and chat with people of all ages. (Interviewee 11) |
T13 | Financial barriers | I couldn’t buy the items I wanted because I didn’t have enough pocket money. (Interviewee 13) If it were easier to earn ZEMs, I could decorate my avatar exactly how I want, and make it look even more beautiful. (Interviewee 6) |
T14 | Imitation of reality | It feels just like reality when I hang out with friends in a school cafeteria in Zepeto. (Interviewee 2) In Zepeto, you can find plenty of realistic fashion items for decorating avatars. (Interviewee 8) |
T15 | Fantasy world | Zepeto is pure fantasy, not reality. (Interviewee 3) Zepeto is like an imaginary space that’s separate from reality. (Interviewee 4) |
T16 | Game-like service | Metaverse is a casual virtual space that gives off feelings like playing games. (Interviewee 1) Zepeto is the funniest game among many other games. (Interviewee 5) |
T17 | Differentiation from general games | I think Zepeto is different from typical games because you can customize it in so much detail. (Interviewee 4) |
No. | Topic | Coreness | Membership |
---|---|---|---|
T01 | Replication of actual self | 0.553 | Core |
T02 | Creation of new self | 0.439 | |
T06 | Student identity | 0.383 | |
T03 | Ideal body | 0.361 | |
T04 | Identical gender | 0.292 | |
T08 | Autonomy of avatar creation | 0.238 | |
T15 | Fantasy world | 0.136 | Periphery |
T12 | Virtual community | 0.132 | |
T09 | Surreal experience | 0.132 | |
T11 | Enjoyment | 0.106 | |
T17 | Differentiation from general games | 0.104 | |
T16 | Game-like service | 0.053 | |
T13 | Financial barriers | 0.047 | |
T14 | Imitation of reality | 0.044 | |
T05 | Different gender | 0.023 | |
T10 | Escapism | 0.012 | |
T07 | Idealization of adults | 0.006 |
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Ko, C.; Kim, S. Adolescent Female Users’ Avatar Creation in Social Virtual Worlds: Opportunities and Challenges. Behav. Sci. 2024, 14, 539. https://doi.org/10.3390/bs14070539
Ko C, Kim S. Adolescent Female Users’ Avatar Creation in Social Virtual Worlds: Opportunities and Challenges. Behavioral Sciences. 2024; 14(7):539. https://doi.org/10.3390/bs14070539
Chicago/Turabian StyleKo, Chaeeun, and Seongcheol Kim. 2024. "Adolescent Female Users’ Avatar Creation in Social Virtual Worlds: Opportunities and Challenges" Behavioral Sciences 14, no. 7: 539. https://doi.org/10.3390/bs14070539
APA StyleKo, C., & Kim, S. (2024). Adolescent Female Users’ Avatar Creation in Social Virtual Worlds: Opportunities and Challenges. Behavioral Sciences, 14(7), 539. https://doi.org/10.3390/bs14070539