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Jaime Banks
@amperjay
West Virginia University, USA
@wvucommstudies
#ixlab
Of beard physics and worldness:
The (non) effect of
enhanced
anthropomorphism
on player-avatar
relations
I CAN HAZ
MOAR
POLYGONZ
PLZ?
Player-Avatar Interaction (PAX)
Object Me Symbiote Other
(Banks, 2015; Banks & Bowman, 2013, 2014, 2016)
“ ”
~45-50% ~45-50% ~5-10% ~5-10%
(Relational) anthropomorphism
• Avatar contributions (eval = self-sameness)
• Appearance – ear length, skin color, cartoonishness, organic curves
• Behaviors – expressions, gaits, gaze, autonomy
• Other qualities – genderedness, speech, social norm adherence
• Player contributions (eval = phenomenal response)
• Process of rationalization by superimposing human frames
• Schema activation and inference
• Cognitive biases against non-human agencies/subjectivities
Research Question:
Does enhanced
avatar anthropomorphism
(of familiar avatars)
influence player-avatar relations?
Study context …
World of Warcraft, October 2014
Shape/texture enhancements
Expression/posture enhancements
Movement enhancements
Method
• Longitudinal field experiment
• Recruitment questionnaire + 3 surveys
• PAX Scale (Banks & Bowman, 2016)
Dimension M∆ by condition over time
• Survey 1 = Past, 2 = Present (model changes), 3 = Future
• Identify favorite avatar
• Naturally occurring conditions
• Old avatars (low anthro, unchanged): Blood Elves (~21%)
• Modern avatars (high anthro, unchanged): Pandaren, Worgen
Goblins (~12%)
• Upgraded avatars (low anthro, changed to high anthro): Draenei,
Dwarf, Gnome, Human, Night Elf, Orc, Tauren, Troll, Undead
(~67%)
Participants
• Recruited through online WoW forums, FB groups
• 1 year of WoW game time (~$180) drawing
• Characteristics
• ~81% male (n = 247)
• ~79% Caucasian (n = 240)
• WoW tenure ≈ 7 years
• Avatar tenure ≈ 4.5 years, M = ~63% of playtime
• Attrition
• Recruitment Questionnaire, 3-5 weeks prior, N = 857
• Survey #1, 2 weeks prior, N = 491 (43% attrition)
• Survey #2, 1 week after, N = 370 (25% attrition)
• Survey #3, 3 weeks after, N = 305 (18% attrition)
Results …
NO.
No significant differences by Time,
Condition, or Time*Condition when
controlling for demographics and
play habits.
Post-hoc thematic analysis
Thoughts on a “current event” – avatar model changes:
• Explicit anthropomorphism mentioned infrequently
• Implicit anthropomorphism  “more believable”
• Cleaner, more fluid, lifelike, believable, closer to reality
• Depth and energy > Literal animacy
• Nostalgic concern for the ‘soul’ of the avatar ……………………….
• Tension: Game needs v. Avatar changes
• Modernization necessary to survive, but jarring
• Linked to changes in gameworld feel ………………………
• (Dis)satisfaction with discrete features
• Love: beard physics, hair styles, curves
• Hate: feet, perma-grin, run animations, skin tones ……………
Model changes may result in …
• Shifts in perceptual (not social) realism
… Implicit (not explicit) anthropomorphism
… Human-likeness (not humanness)
… PAX operationalizes AA as explicit anthro
• Shifts in worldness, not relations
… Interplays: world aesthetics, combat dynamics,
expressive potentials, social interactions
… Systemic phenomenological change
Implications
 Academic v. lay notions of human(like)ness
 Short-term/assigned v. long-term/familiar
 Examining games/play/avatars as systems
• Discrete effects of perceptual/social realism
• Interplays of explicit/implicit
anthropomorphism
• Themes: souls, benefit tensions, av
parts/whole
• Phenomenology of (relational)
anthropomorphism
Future Research
@amperjay
jabanks@mail.wvu.edu

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Of beard physics and worldness: The (non) effect of enhanced anthropomorphism on player-avatar relations

  • 1. Jaime Banks @amperjay West Virginia University, USA @wvucommstudies #ixlab Of beard physics and worldness: The (non) effect of enhanced anthropomorphism on player-avatar relations
  • 3. Player-Avatar Interaction (PAX) Object Me Symbiote Other (Banks, 2015; Banks & Bowman, 2013, 2014, 2016) “ ” ~45-50% ~45-50% ~5-10% ~5-10%
  • 4. (Relational) anthropomorphism • Avatar contributions (eval = self-sameness) • Appearance – ear length, skin color, cartoonishness, organic curves • Behaviors – expressions, gaits, gaze, autonomy • Other qualities – genderedness, speech, social norm adherence • Player contributions (eval = phenomenal response) • Process of rationalization by superimposing human frames • Schema activation and inference • Cognitive biases against non-human agencies/subjectivities
  • 5. Research Question: Does enhanced avatar anthropomorphism (of familiar avatars) influence player-avatar relations?
  • 6. Study context … World of Warcraft, October 2014
  • 10. Method • Longitudinal field experiment • Recruitment questionnaire + 3 surveys • PAX Scale (Banks & Bowman, 2016) Dimension M∆ by condition over time • Survey 1 = Past, 2 = Present (model changes), 3 = Future • Identify favorite avatar • Naturally occurring conditions • Old avatars (low anthro, unchanged): Blood Elves (~21%) • Modern avatars (high anthro, unchanged): Pandaren, Worgen Goblins (~12%) • Upgraded avatars (low anthro, changed to high anthro): Draenei, Dwarf, Gnome, Human, Night Elf, Orc, Tauren, Troll, Undead (~67%)
  • 11. Participants • Recruited through online WoW forums, FB groups • 1 year of WoW game time (~$180) drawing • Characteristics • ~81% male (n = 247) • ~79% Caucasian (n = 240) • WoW tenure ≈ 7 years • Avatar tenure ≈ 4.5 years, M = ~63% of playtime • Attrition • Recruitment Questionnaire, 3-5 weeks prior, N = 857 • Survey #1, 2 weeks prior, N = 491 (43% attrition) • Survey #2, 1 week after, N = 370 (25% attrition) • Survey #3, 3 weeks after, N = 305 (18% attrition)
  • 12. Results … NO. No significant differences by Time, Condition, or Time*Condition when controlling for demographics and play habits.
  • 13. Post-hoc thematic analysis Thoughts on a “current event” – avatar model changes: • Explicit anthropomorphism mentioned infrequently • Implicit anthropomorphism  “more believable” • Cleaner, more fluid, lifelike, believable, closer to reality • Depth and energy > Literal animacy • Nostalgic concern for the ‘soul’ of the avatar ………………………. • Tension: Game needs v. Avatar changes • Modernization necessary to survive, but jarring • Linked to changes in gameworld feel ……………………… • (Dis)satisfaction with discrete features • Love: beard physics, hair styles, curves • Hate: feet, perma-grin, run animations, skin tones ……………
  • 14. Model changes may result in … • Shifts in perceptual (not social) realism … Implicit (not explicit) anthropomorphism … Human-likeness (not humanness) … PAX operationalizes AA as explicit anthro • Shifts in worldness, not relations … Interplays: world aesthetics, combat dynamics, expressive potentials, social interactions … Systemic phenomenological change
  • 15. Implications  Academic v. lay notions of human(like)ness  Short-term/assigned v. long-term/familiar  Examining games/play/avatars as systems • Discrete effects of perceptual/social realism • Interplays of explicit/implicit anthropomorphism • Themes: souls, benefit tensions, av parts/whole • Phenomenology of (relational) anthropomorphism Future Research