Online
social
networks
are
increasingly
consequential
in
individuals’
professional
and
personal
lives,
as
many
people
engage
online
to
create
maintain
meaningful
relationships
satisfy
their
needs
for
connection.
People
tend
curate
representations
(profile
pictures
different
websites,
videogame
avatars,
bitmojis,
profile
page
bios,
etc.)
with
almost
much
regularity
corporeal
(real-world)
self-presentation.
As
such,
the
current
study
explored
socially
utilitarian
choices
make
when
presenting
themselves
both
virtual
public
spheres.
Participants
completed
a
questionnaire
assessing
various
aspects
of
self-presentation
behavior
real-life,
media,
videogames.
We
found
several
differences
strategies
offline
contexts
based
primarily
on
ethnoracial
background,
sex,
skin
tone.
Minority
women
(particularly
Multiracial
women)
reported
dyeing
hair
significantly
more
than
White
women,
overwhelming
majority
lighter
color
natural
color.
Women
use
emojis
exclamation
points
emails
digital
interactions
men,
they
likely
lightening
filters
before
posting
selfie
media.
In
addition,
we
descriptive
pattern
indicating
that
straight
bisexual
dating
men
lesbians
women.
Finally,
videogames,
who
below
average
height
creating
avatars
were
taller
were,
individuals
darker
tones
own,
introverts
pretend
be
extroverted
videogames
extroverts
pretending
introverted.
This
highlights
importance
people’s
lives
utilize
align
how
believe
perceived
idealized
version
themselves,
or
will
confer
greater
capital
what
naturally
embody.
Given
increasing
possibilities
identity
customization
sphere,
further
research
is
needed
fully
understand
complex
relationship
between
Computers in Human Behavior,
Journal Year:
2024,
Volume and Issue:
156, P. 108192 - 108192
Published: March 12, 2024
The
metaverse
has
revolutionized
the
way
event
experiences
are
virtualized,
as
this
cutting-edge
technology
is
especially
capable
of
fostering
dynamic
interactivity
among
avatars.
However,
few
empirical
studies
have
explored
creation
avatars
for
events.
This
research
delves
into
theme
in
a
mixed-methods
approach.
results
semi-structured
interviews
with
participants
conference
held
highlighted
that
they
would
create
single,
unique
avatar,
whose
style
be
adapted
to
characteristics
future
These
findings
were
assessed
later
an
online
experiment,
which
created
their
own
(utilitarian
or
hedonic)
metaverse.
confirmed
users
formal/informal
styles
depending
on
utilitarian/hedonic
value
expected
derive
from
event.
In
addition,
expectancy
feel
about
experience
prompts
attendees
design
similar
themselves,
significantly
increases
satisfaction
digital
personas.
technical
capabilities
platform
(ease
use
and
customization)
seem
also
play
important
role
enhancing
avatar.
suggests
specific
actions
might
taken
ensure
events
satisfied
avatar
designs.
Research Square (Research Square),
Journal Year:
2023,
Volume and Issue:
unknown
Published: July 5, 2023
Abstract
The
present
research
employs
bibliometric
analysis
to
investigate
past
and
current
trends
in
forecast
potential
areas
of
Metaverse
Literatures
within
the
Asia-Pacific
region.
method
was
utilized
gather
a
total
571
academic
publications
from
Web
Science
database
this
study.
This
co-citation
co-word
analyses
identify
most
impactful
publications,
explicate
knowledge
framework,
predict
emerging
trends.
revealed
presence
four
primary
clusters,
whereas
identified
three
clusters.
significance
is
on
rise
region;
however,
further
investigation
required
furnish
more
comprehensive
perspective
landscape.
study
essentially
illuminates
metaverse
offers
prospective
future
advancement
domain
regions.
distinctive
that
it
represents
initial
attempt
construct
structure
region
by
means
science
mapping
technique.
Kepes,
Journal Year:
2024,
Volume and Issue:
20(28), P. 219 - 246
Published: Jan. 18, 2024
Este
artículo
aborda
una
incompatibilidad
que,
aunque
no
sea
aparente,
está
implícita
en
numerosos
ámbitos
de
la
producción
mediática
contemporánea.
La
narrativa,
su
definición
clásica,
se
fundamenta
linealidad,
causalidad
y
determinación.
Por
otro
lado,
las
bases
datos
digitales,
que
constituyen
el
sustento
los
nuevos
medios,
trascienden
estructuras
jerárquicas
o
lineales.
De
este
último
aspecto
desprenden
propiedades
como
automatización,
programación
y,
general,
interactividad.
Lo
anterior
implica
tanto
narrativa
medios
digitales
originan
desde
lógicas
distintas,
lo
cual
genera
un
escenario
interesante:
existan
intenciones
interconectarlos,
desarrollo
campos
narratología
parte
posibilidades
intrínsecamente
opuestas.
tanto,
objetivo
investigación
consistió
contribuir
a
precisión
teórica
conceptual
relación
entre
explorando
sus
potencialidades,
limitaciones
puntos
convergencia.
El
estudio
articuló
mediante
metodología
cualitativa
con
enfoque
teórico,
iniciando
identificación
conceptos
clave
narrativa.
Posteriormente,
entrelazaron
posturas
académicos
ambas
áreas
finalmente,
analizaron
identificados
obra
carácter
narrativo,
específicamente
videojuego
Death
Stranding
(2019).
principal
hallazgo
radicó
indispensables
para
establecer
puentes
teóricos
fueron
aquellos
relacionados
experiencia
involucrada
ambos
campos.
Los
cuestión
—tales
inmersión,
agencia,
espacio
navegable
encarnamiento,
otros—
provienen
tan
diversas
narratología,
teoría
posfenomenología
estudios
videojuegos,
pero
encuentran
concepto
posible
punto
confluencia.
Artificial
intelligence
(AI)
agents
are
widely
used
in
the
retail
and
distribution
industry,
often
in-corporating
human-like
elements
such
as
possessing
names
genders.
This
paper
examines
influence
of
AI
agent
gender
brand
concepts
on
trust
grounding
within
virtual
spaces;
exploring
correlation
between
user
identification
with
subsequent
recommendations.
The
study
revealed
that
spaces
centered
around
a
functional
concept,
male
generated
higher
levels
than
female
agents,
whereas,
when
focused
an
experiential
induced
agents.
Furthermore,
this
research
indicates
association
customers’
iden-tification
recommendations
for
actual
purchases
is
mediated
by
grounding.
These
findings
support
idea
users
who
strongly
identify
more
inclined
to
recommend
products
after
engaging
conversations
virtu-al
space.
Lights
out!
With
the
escalating
climate
crisis,
eco-feedback
has
gained
prominence
over
last
decade.
However,
traditional
approaches
could
be
underperforming
as
they
often
use
data-driven
strategies
and
assume
that
people
only
need
additional
information
about
their
consumption
to
change
behavior.
A
proposed
path
overcome
this
issue
is
design
foster
emotional
connections
with
users.
not
much
known
effectiveness
of
such
designs.
In
paper,
we
propose
a
novel
care-based
system.
Central
system
Tamagotchi-inspired
digital
character
named
Infi
who
gets
its
life
force
from
user's
energy
savings.
Additionally,
harness
latest
advancements
in
generative
artificial
intelligence
enhance
attachment
through
conversational
interactions
users
can
have
Infi.
The
results
randomized
controlled
experiment
(N=420)
convey
fact
increases
attachment,
which
turn
energy-saving
Entertainment Computing,
Journal Year:
2024,
Volume and Issue:
52, P. 100765 - 100765
Published: June 13, 2024
Avatars
are
often
a
key
component
of
many
videogames,
and
users
can
frequently
develop
relationships
with
these
virtual
characters
that
impact
their
gameplay
behaviour.
The
purpose
the
present
study
was
to
explore
Proteus
effect
(PE)
avatar
gender
have
on
an
individual's
experience
in
Fallout:
New
Vegas,
videogame
environment
has
not
been
any
previous
PE
research.
A
total
353
participants
were
recruited
using
online
survey
measuring
three
previously
unexplored
behaviours,
comprising
(i)
number
quests
completed,
(ii)
locations
discovered,
(iii)
non-player
(NPCs)
or
enemies
killed.
results
indicated
players
controlling
same
physical
selves
demonstrated
significantly
greater
performance
across
variables
quest
completion
location
discovery
than
different
gender.
Furthermore,
newly
identified
potential
consequence
found
terms
NPCs
killed,
female
achieving
higher
score
this
measure
irrespective
world
user.