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Effects of Avatar Embodiments on User Cognitions, Behaviors, and Self Construal
  • Frank Biocca
Part of the Lecture Notes in Computer Science book series (LNCS, volume 8531)

Abstract

Mediated experience increasingly involves some representation of ourselves, so-called avatars. Avatars are used to facilitate the interaction with others in social media or are integrated as part of interfaces, used for interacting with 3D spatial environments and objects in games and simulations. These avatars vary in the degree to which they are realistic, representative of our sense of self or social status, or embodied, that is connected via the computer interface to the user’s body via sensorimotor interaction. We review some of psychological effects of avatar identification and embodiment including evidence of the effects of avatar identification and embodiment on changes in behavior, arousal, learning, and self-construal. Furthermore, some avatar based changes in perception, cognition, and behavior may carry over and extend into changes into user’s real world perception and behavior.

Keywords

avatar human computer interaction presence embodiment 

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Copyright information

© Springer International Publishing Switzerland 2014

Authors and Affiliations

  • Frank Biocca
    • 1
    • 2
  1. 1.M.I.N.D. LabsSyracuse UniversitySyracuseUSA
  2. 2.Sungkyunkwan UniversitySeoulSouth Korea

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