Document Type
Article
Publication Date
10-14-2024
Publisher
Association for Computing Machinery
Abstract
While recent research in social VR have investigated user motivations and group communication, there is a gap in understanding the challenge of digital self-representation and how constraints in avatar customization may impact user self-presentation norms. 48 participants (aged 18-24) were asked to customize an avatar, after which researcher conducted qualitative interviews within the Meta Horizon Worlds VR platform regarding users’ satisfaction with their avatars (e.g., skin tone, hair, clothing). Using interview findings (n = 44), we report an in-depth empirical investigation of users’ perceptions of avatar representation, realism, and embodiment in VR. Users express a desire to customize avatars that deviate from traditional self-presentation, revealing a conflict between visual self-similarity and embodied self-identification with their avatar. This study contributes to a growing body of literature on social VR avatars that accounts for inclusive representation and self-presentation. We discuss implications and provide recommendations for future social VR platform design and research.
Recommended Citation
Javier, M., Wheeler, S., Ni, Q., Drivas, M., Wong, K. G., Fitzsimmons, S., Panda, R., Burke, T., Salazar, S., Jiang, J., Miller, L. C., & Jeong, D. C. (2024). The Alt-Self: Investigating the Inclusivity of Self-Avatar Representations in Social VR. Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 131–138. https://doi.org/10.1145/3665463.3678783

Comments
This work is licensed under a Creative Commons Attribution International 4.0 License.