Expressive Avatars
Vitality in Virtual Worlds
Bibliographic Data
| ID | 19562425 |
|---|---|
| Authors | David Ekdahl (0000-0003-0940-8582, University of Exeter, corresponding author), Lucy Osler (0000-0002-6347-8381, Cardiff University) |
| Year | 2023 |
| Volume | 36 |
| Issue | 2 |
| Pages | 24-24 |
| Publication date | 2023-06-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Philosophy & Technology (JOURNAL) |
| Journal identifiers | ISSN: 2210-5433 • E-ISSN: 2210-5441 |
| Publisher | Springer Science and Business Media LLC (PUBLISHER) |
| DOI | 10.1007/s13347-023-00628-5 |
| PMID | 37038606 |
| OpenAlex | W4362666538 |
| Language | EN |
| Citations received | 11 |
| References cited | 64 |
Critics have argued that human-controlled avatar interactions fail to facilitate the kinds of expressivity and social understanding afforded by our physical bodies. We identify three claims meant to justify the supposed expressive limits of avatar interactions compared to our physical interactions. First, “The Limited Expressivity Claim”: avatars have a more limited expressive range than our physical bodies. Second, “The Inputted Expressivity Claim”: any expressive avatarial behaviour must be deliberately inputted by the user. Third, “The Decoding Claim”: users must infer or figure out the expressive meaning of human-controlled avatars’ behaviour through cognitively onerous processes. With the aim of critically assessing all three claims, we analyze data collected through observations of and interviews with expert players of the avatar-based video game League of Legends. Focusing on Daniel Stern’s (2010) notion of vitality, we analyze the participants’ descriptions of seeing and interacting with other avatars during performance. Our analysis shows that the informants experience human-based avatarial interactions as qualitatively different than interactions with bots, that the informants see the movements of other players’ avatars as having different expressive styles, and that the informants actively use and manipulate this avatarial expressivity during performance. The results of our analysis, we argue, provide reasons for loosening or resisting the three claims concerning the limits of avatarial expressivity
Avatar · Embodied cognition · Expressivity · Gesture · Human–computer interaction · Action Observation and Synchronization · Computer Science · Digital Games and Media · Embodied and Extended Cognition · Psychology · Social Psychology · Artificial Intelligence
The digital classroom as a site of political intervention? Existential-phenomenological considerations in the entangled times of digitalization and authoritarianism
The Avatar Extended Self
Body as battlefield
Learning to walk and talk (again)
Between essence and diversity
Crossing the Fictional Line
From the Gamer’s Dilemma to the Real World
Participatory sense-making and knowing-in-connection in VR
Taxonomy of Mediated Sociality
Mediatized Love
Enmeshed with the digital
Forms of Vitality (DRAFT)
Linguistic Bodies
Simulating Minds
The theory theory
Framing a phenomenological interview
Living Digitally
Integrating qualitative research methodologies and phenomenology—using dancers’ and athletes’ experiences for phenomenological analysis
Social bodies in virtual worlds
Understanding Sophia? On human interaction with artificial agents
Uncovering the affective affordances of videoconference technologies
Empathy and Togetherness Online Compared to IRL
Taking empathy online
Taking Watsuji online
Direct perception in the intersubjective context
Putting yourself in the skin of a black avatar reduces implicit racial bias
On Direct Social Perception
Playing together without communicating? A pre-reflective and enactive account of joint musical performance
The Story of my (Second) Life
At the Intersections Between Internet Studies and Philosophy
On Friendship Between Online Equals
Virtual Reality, Embodiment, and Allusion
Gaming and the limits of digital embodiment
Horizons, PIOs, and Bad Faith
Listening to the body? How phenomenological insights can be used to explore a golfer’s experience of the physicality of her body
How material are cyberbodies? Broadband Internet and embodied subjectivity
The Phenomenology of the “Other” in Computer Game Worlds
Phenomenology of Online Spaces
Aesthetics and action
Enactivism, other minds, and mental disorders
A twofold tale of one mind
Screened Intercorporeality. Reflections on Gestures in Videoconferences
Participatory sense-making
Both Physical and Virtual
Constraints and Opportunities with Interview Transcription
Social Media Activism at the Margins
| Unique citing works | 11 |
|---|---|
| Citations per year | 3,67 |
| Citation span | 2023 - 2026 (4) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 11 |