Becoming otter
Avatars and the crafting of the self in social virtual reality
Bibliographic Data
| ID | 3481021 |
|---|---|
| Authors | David Berliner (0000-0002-3148-9422, Université Libre de Bruxelles, corresponding author), Maria Erofeeva (0000-0002-0874-5272, Université Libre de Bruxelles) |
| Year | 2025 |
| Volume | 30 |
| Issue | 4 |
| Pages | 414-438 |
| Publication date | 2025-09-16 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Journal of Material Culture (JOURNAL) |
| Journal identifiers | ISSN: 1359-1835 • E-ISSN: 1460-3586 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/13591835251377583 |
| OpenAlex | W4414226562 |
| Language | EN |
| Citations received | 1 |
| References cited | 59 |
Through an ethnography in VRChat, a platform of social virtual reality (SVR), this article seeks to offer a nuanced understanding of the crafting of the self in a unique digital environment. We look at the complex relationships that are woven between users and their avatars, namely how they grow into their personae and embody them to the extent they become a "second skin." Far from being customized and incorporated representations only, these electronic masks constitute vectors of power and intimacy, augmenting physical, individual, and social capacities of those who wear them. Moreover, while much of the existing literature emphasizes the exploratory potential of avatars and their role in fostering self-multiplication, this study illustrates how avatarial incarnation, as facilitated by virtual reality (VR) technology, can also serve as a means of engaging with an intimate self, experienced as unified and authentic
Ethnography · Exploratory research · Power (physics · Self · Social reality · Social relation · Virtual reality · Digital Games and Media · Innovative Human-Technology Interaction · Virtual Reality Applications and Impacts
Sincerity and Authenticity
Coding Freedom
First Person Experience of Body Transfer in Virtual Reality
The Proteus Effect
Living Digitally
Modernity and self-identity
Embodied parallelism and immersion in virtual reality gaming
The opportunity to contribute
Mobile Secrets
Communities of Play
Être soi-même
The Social Life of Avatars
Self and Other
My Life as a Night Elf Priest
The True Self
Play Between Worlds
The Ideal Elf
The Effects of Avatar Appearance in Virtual Worlds
Coming of Age in Second Life
Extraordinary Bodies
Real genders choose fantasy characters
Virtual Reality as a Proxy for Participant Observation in Introduction to Socio-Cultural Anthropology
Performing the Looking-Glass Self
Avatars et identité
Why Does Social Virtual Reality Feel So Real? A Phenomenological Study of Spatiality, Embodiment, and Continuity Between Digital and Physical Realities
Cyberspace and Identity
Effects of deindividuation variables on stealing among Halloween trick-or-treaters
The Routledge Companion to Media Anthropology
Sources of the self
I tweet honestly, I tweet passionately
Thanks for Watching
Virtual spaces, real interactions - Analyzing communication in virtual reality
When the Object of Transmission Is Not an Object
Une Categorie de L'Esprit Humain
Situated Learning
Your Second Selves
The Proteus Effect
Toward anthropologies of the metaverse
Realities of illusion
The Ability of Place
Corporeal Interactions inVRChat
| Unique citing works | 1 |
|---|---|
| Citations per year | 1 |
| Citation span | 2025 - 2025 (1) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 1 |