Elsevier

Computers in Human Behavior

Volume 39, October 2014, Pages 20-28
Computers in Human Behavior

Avatar-driven self-disclosure: The virtual me is the actual me

https://doi.org/10.1016/j.chb.2014.06.019Get rights and content

Highlights

  • The effect of avatar-self similarity on self-disclosure was examined.

  • Self-awareness, self-presence, and identifiability are mediators.

  • Avatar similarity increases self-disclosure via self-awareness and self-presence.

  • Avatar similarity decreases self-disclosure via identifiability.

Abstract

Considering the importance of self-disclosure in building relationships and bonds, it is vital to investigate how self-disclosure is affected by avatars utilized in many online communities. In this study, we tested a research model that explores how perceived avatar-self similarity affects self-disclosure via different theoretical constructs such as self-awareness, self-presence, and identifiability. The research model was empirically tested with data from a web-based survey of 209 Second Life users. Results revealed that avatar similarity impacts self-disclosure but with varying effects, depending on how it is mediated by variables of identifiability, self-awareness and self-presence. Specifically, appearance similarity affects homophily, which heightens self-awareness. This results in increased feelings of self-presence, which positively affects self-disclosure. Homophily also has the effect of heightening perceptions of identifiability, which decreases self-disclosure. Implications and applications are discussed.

Introduction

The avatar is a digital representation through which the user interacts with and relates to others in the virtual environment. Widely used in online games, virtual malls, online messaging and forums, the avatar has been found to affect users’ perception and behavior. In online shopping, for example, avatar sales agents increase satisfaction with the retailer (Holzwarth, Janiszewski, & Neumann, 2006) and avatar appearance can influence their users’ behavior (Yee, Bailenson, & Ducheneaut, 2009).

In domains of computer-aided design and engineering simulation, a general direction has been to build objects more realistically. Advancements in techniques of 3-D modeling, for instance, have resulted in avatars and objects of virtual environments that are true to life and open to a high degree of personalization. The freedom to customize one’s avatar unveiled a range of possibilities for the individual to create a digital self that is representative of one’s true self. However, research has indicated users prefer avatars that are similar to their own gender, type (i.e., anthropomorphic; Nowak & Rauh, 2009), as well as appearance (Messinger et al., 2008). The effect of self-similar avatars on users has also been demonstrated. Generally, users who created self-similar avatars experienced greater identification (Trepte & Reinecke, 2010), more intense game enjoyment (Downs & Sundar, 2011), heightened self-awareness (Vasalou, Joinson, & Pitt, 2007), and in violent games, greater aggression (Eastin, 2006, Williams, 2011). They also experienced greater private self-awareness (Vasalou et al., 2007), which is the cognisance of the personal aspects of the self.

In this study, we focus on a relatively unexplored area: avatar-user similarity and its effect on self-disclosure. Self-disclosure is communication behavior that is crucial to relationship development and is of both theoretical and practical importance. Yet, despite its significant role in constructing the kind of relationships individuals have with each other (Greene et al., 2006, Harvey and Omarzu, 1997), very little is known about the effect of avatar similarity on self-disclosure. This study is novel in exploring this important but under-researched area.

Specifically, we draw on self-awareness theory to explain when or how avatar use leads to increased or decreased self-disclosure. Examining the potentially complex mechanisms involved will enable us to test how avatars as a specialized artifact of user presence affect users using a theoretical lens. This study will explore how different mechanisms of avatar selection are associated with a user’s self-disclosure behavior. We posit that avatar similarity should have a significant effect on self-disclosure, but the effects would vary depending on how it is mediated by other psychological variables. On the one hand, avatar similarity should increase feelings of identifiability (i.e., the state where one’s identity is known to others), leading to decreased self-disclosure. On the other hand, avatar similarity is expected to heighten self-awareness and self-presence, which should, in turn, positively affect self-disclosure as people are likely to be attuned to private aspects of the self and personal moods and feelings.

In a practical sense, this study can also inform practitioners of possible modifications of avatars to achieve desired behaviors among users. Clarifying when or how the avatar has a positive or negative impact on self-disclosure would allow them to fully harness the advantages of avatars in various computer-mediated environments, such as e-businesses, in which voluntary self-disclosure from consumers is a key for success.

The study used a web-based survey administered to 209 users of Second Life, a virtual world that allows people to socialize, as well as create and trade virtual property. Second Life gives great freedom to users to create and customize avatars, making it ideal to explore avatar effects. Using structural equation modeling (SEM), we examined our model and tested research hypotheses.

Section snippets

Avatar and self-disclosure online

Though research on self-disclosure online is abundant, relatively little attention has been paid to the effect of avatar on self-disclosure. Most previous studies have focused on physical characteristics of avatars, such as avatar realism and physical attractiveness of avatars. For example, Bailenson, Yee, Merget, and Schroeder (2006) found that people self-disclose more in the presence of less realistic avatars because of lower co-presence (i.e., the sense that one is sharing the same space

Data collection and sample

Data for this study were collected using a web survey, which took about 20 min to complete. Respondents were 209 users of Second Life, recruited through solicitation at various in-world locations, such as malls, beaches and amusement parks. Interested users were given the Web address of the survey, which they can access and complete at their convenience. Purposive sampling was used to recruit users who were at least 21 years of age and whose avatars were at least a month old. The latter criterion

Results

The data collected were analyzed with AMOS 18, a covariance-based SEM approach, using maximum likelihood estimation. The model had appearance similarity and homophily as exogenous variables, self-awareness, self-presence, and identifiability as mediating variables, and self-disclosure as an endogenous variable. As Fig. 1 shows, our research model predicted both direct and indirect effects. For instance, appearance similarity was hypothesized to have a direct effect on identifiability and an

Discussion

Overall, the findings support our proposition that self-disclosure is affected by avatar-self similarity. More importantly, our results go beyond previous studies by specifying different underlying mechanisms through which avatar similarity affects self-disclosure. Specifically, the findings show that perceived avatar-self similarity influences self-disclosure via different theoretical constructs, such as self-awareness, self-presence, and identifiability. In all, our study extended research on

Limitations and future research

This study aims to make a theoretical and empirical contribution by differentiating the roles of appearance similarity and homophily, and investigating different theoretical mechanisms involved in the avatar-self-disclosure relationship. However, it has, as any other study, some limitations. The self-awareness scale tried to measure respondents’ situational self-awareness while using Second Life. Although many respondents completed the survey while they were still logged into the virtual world,

Conclusions

This study contributes to existing research by articulating factors that affect the relationship between avatars and self-disclosure, and proposing a framework to explain the underlying mechanisms through which avatar use affects user behavior. Elucidation of the association between avatar and behavioral outcomes can help us be more cognizant of the impact of the virtual setting on the actual self through our synthetic bodies. It is hoped that this will promote a better appreciation of the

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