The
Presentation of Avatars in Second Life: Self and Interaction in
Social Virtual Spaces
This piece of research by Simon Gottschalk looks at how people portray themselves through their avatars in Second Life, and to what extent this effects their communications with others. Through these observations, he claims, “When people define the virtual as real, it is real in its consequences.” (p.501)
One of the main findings was that the user's avatars (not including those in specialist areas of interest, such as furries) most commonly take the form of an idealised version of themselves, even though there is no law forcing this to be the case. This also carried across to the types of gestures which the avatar uses, which were often chosen with the intent of being similar to those used by the real person. He claims that that all of these factors create a closer connection with the avatar, which adds to the amount in which experiences in Second Life become a part of our real world reality. In regards to interaction, he notes that the camera controls in Second Life allow the user to view themselves from the perspective of those that they are conversing with, giving the ability to practice ones responses and gestures before using them in communication. This potential for self-reflection has an effect on the real world, where people are able to use the techniques they learned from communicating using their avatars.
Firstly, one quote in particular really stood out to me in this reading, so I will post it here: “Dahlia told me that she was once looking for a dress she wanted to wear at a party when she suddenly realized that the dress in question belonged to her avatar’s wardrobe.” (p. 513) This shows how strongly people can take this virtual world and accept it as their own, even blurring the lines between what they experience in each. Therefore, I believe that this research lends strength to the idea of Second Life as a academic tool, as if the potential for total immersion is so strong, then people will easily be able to use tools such as the maternity ward in order to learn just as effectively as they do in real life. This also gives validity to research looking at presentations of the environments themselves, as if people put so much of themselves into their avatar, then it can be assumed that the world they build will also be an accurate portrayal of their ideas and values.
Reference
This piece of research by Simon Gottschalk looks at how people portray themselves through their avatars in Second Life, and to what extent this effects their communications with others. Through these observations, he claims, “When people define the virtual as real, it is real in its consequences.” (p.501)
One of the main findings was that the user's avatars (not including those in specialist areas of interest, such as furries) most commonly take the form of an idealised version of themselves, even though there is no law forcing this to be the case. This also carried across to the types of gestures which the avatar uses, which were often chosen with the intent of being similar to those used by the real person. He claims that that all of these factors create a closer connection with the avatar, which adds to the amount in which experiences in Second Life become a part of our real world reality. In regards to interaction, he notes that the camera controls in Second Life allow the user to view themselves from the perspective of those that they are conversing with, giving the ability to practice ones responses and gestures before using them in communication. This potential for self-reflection has an effect on the real world, where people are able to use the techniques they learned from communicating using their avatars.
Firstly, one quote in particular really stood out to me in this reading, so I will post it here: “Dahlia told me that she was once looking for a dress she wanted to wear at a party when she suddenly realized that the dress in question belonged to her avatar’s wardrobe.” (p. 513) This shows how strongly people can take this virtual world and accept it as their own, even blurring the lines between what they experience in each. Therefore, I believe that this research lends strength to the idea of Second Life as a academic tool, as if the potential for total immersion is so strong, then people will easily be able to use tools such as the maternity ward in order to learn just as effectively as they do in real life. This also gives validity to research looking at presentations of the environments themselves, as if people put so much of themselves into their avatar, then it can be assumed that the world they build will also be an accurate portrayal of their ideas and values.
Reference
Gottschalk, S. (2010). The
presentation of avatars in second life: Self and interaction in
social virtual spaces. Symbolic Interaction, 33(4), 501-525.
doi: 10.1525/si.2010.33.4.501
You present an article that seems to discuss the gap between real life and second life. I agree that if one put so much of themselves into their avatar, then it can be assumed that the world they build wil also be an accurate portrayal of their ideas and value. I believe that when we talk with others in Second Life, it is not the same as in real life. However, if we can create immersive in Second Life in which we feel close to real life that would be another potential of second life.
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