The Cowl Makes the Monk
How Avatar Appearance and Role Labels Affect Cognition in Virtual Worlds
Datos Bibliográficos
| ID | 19544658 |
|---|---|
| Autores | Jorge Peña (0000-0002-0025-4436, The University of Texas at Austin), Matthew S Mcglone (0000-0002-8130-5724, The University of Texas at Austin), Joseph Sanchez (Rutgers Sexual and Reproductive Health and Rights) |
| Año | 2012 |
| Volumen | 5 |
| Número | 3 |
| Fecha de publicación | 2012-12-24 |
| Peer Reviewed | Sí |
| Open Access | Sí |
| Tipo | ARTICLE |
| Revista | Journal of Virtual Worlds Research (JOURNAL) |
| Identificadores de la revista | ISSN: 1941-8477 • E-ISSN: 1941-8477 |
| Editorial | Virtual Worlds Institute, Inc (PUBLISHER) |
| DOI | 10.4101/jvwr.v5i3.6280 |
| OpenAlex | W2265012180 |
| Idioma | EN |
| Citas recibidas | 2 |
| Referencias citadas | 17 |
This study examined how avatars influence operators in stereotype-consistent ways. Participants controlled formally or glamorously dressed avatars, and then created stories. Half of the participants heard a comment about the likely role of the avatar based on its looks (e.g., professor, supermodel). An automated linguistic analysis uncovered that participants using formally dressed avatars referred more to education, books, and numbers. Conversely, participants using glamorously dressed avatars used more words related to sports, entertainment, clothes, and beauty. Also, glamorously dressed avatars with a supermodel role elicited brands, exotic names, and age concerns, but the same avatar with no role stimulated descriptions of people and locations. The findings fit the assumptions of priming models and illustrate the additive effects of avatar appearance and role on users’ cognition
Aesthetics · Art · Avatar · Beauty · Clothing · Cognition · Cognitive psychology · Entertainment · Human–computer interaction · Imitation · Visual arts · Communication · Computer Science · Media Influence and Health · Psychology · Social and Intergroup Psychology · Social Psychology · Virtual Reality Applications and Impacts
Violent Video Games and Hostile Expectations
Psychological Aspects of Natural Language Use
Semantic priming and retrieval from lexical memory
Identity Shift in Computer-Mediated Environments
Is semantic priming due to association strength or feature overlap? A microanalytic review
A spreading-activation theory of semantic processing.
Self-Perception Theory
Contextual Features of Violent Video Games, Mental Models, and Aggression
The Influence of the Avatar on Online Perceptions of Anthropomorphism, Androgyny, Credibility, Homophily, and Attraction
The Automatic Evaluation Effect
Think Unto Others
The dark side of self- and social perception
What have we been priming all these years? On the development, mechanisms, and ecology of nonconscious social behavior
The unbearable automaticity of being
Recent Developments in Role Theory
The Proteus Effect
Video Game Violence and the Female Game Player
| Obras citantes distintas | 2 |
|---|---|
| Citas por año | 0,17 |
| Intervalo de citas | 2014 - 2015 (2) |
| Velocidad de citación | historical |
| Altamente citado | No |
| Tipos de cita | Neutras: 2 |