Difference between revisions of "Avatar"

From Media Technology and Culture Change
m (Added to the paragraph about "controllers," and fixed some spelling errors.)
Line 5: Line 5:
 
Controller's avatars do not necessarily represent the self or a human being in a digital world. The appearance of an avatar depends heavily on the technology that powers the world. The controller develops a bond with the avatar after investing time exploring the world and by collecting items which adds character to the avatar. In an objective driven world, such as Enter The Matrix or World Of Warcraft, these items increase the success rate of the objective. The commodification of these items add to the complexity of interaction between the player and controller, through the maturation of the avatar.
 
Controller's avatars do not necessarily represent the self or a human being in a digital world. The appearance of an avatar depends heavily on the technology that powers the world. The controller develops a bond with the avatar after investing time exploring the world and by collecting items which adds character to the avatar. In an objective driven world, such as Enter The Matrix or World Of Warcraft, these items increase the success rate of the objective. The commodification of these items add to the complexity of interaction between the player and controller, through the maturation of the avatar.
  
Different games offer wide varieties of options to customise the appearance of an avatar. Some, like ''[[Second Life]]'', allow the user a humanoid base with a wide range of customisations: from hairdo to shoes, from length of arms and legs, to nose and torso. Other games like World of Warcraft have different variations of characters from fantasy, myth and fiction. Avatars in some games are restricted to specific characters of the story, within that world. The advantage of this variety is that it allows users to interact on a higher level with the game world because they become more personally attached to their avatars.
+
Different games offer wide varieties of options to customize the appearance of an avatar. Some, like ''[[Second Life]]'', allow the user a humanoid base with a wide range of customizations: from hairdo to shoes, from length of arms and legs, to nose and torso. Other games like World of Warcraft have different variations of characters from fantasy, myth and fiction. Avatars in some games are restricted to specific characters of the story, within that world. The advantage of this variety is that it allows users to interact on a higher level with the game world because they become more personally attached to their avatars.
  
The controllers inadvertently, or purposefuly, customise their avatars with fantastic elaborations of human characteristics; these may or may not be reflective of themselves. Controllers become even more attached to the digital object because of this ability.
+
The controllers inadvertently, or purposefully, customize their avatars with fantastic elaborations of human characteristics; these may or may not be reflective of themselves. Controllers become even more attached to the digital object because of this ability.  The controllers may also design their avatars to be in virtual world experiments in relation to their real world experiences, such as social interaction.
  
 
Avatars however, are not limited only to game worlds. Most online message boards allow for users to use an avatar of their choice, to represent them when they make a post. Much of the time, the avatar is limited to a 100x100 still image of the users choosing. In some cases, avatars on message boards are taken to the next level. A key example of this is Gaia Online, a thriving community in which users can alter their avatars as they see fit by buying clothes, accessories, and weapons. The environment is that of a message board, but the avatar is still an important focal point of the community.
 
Avatars however, are not limited only to game worlds. Most online message boards allow for users to use an avatar of their choice, to represent them when they make a post. Much of the time, the avatar is limited to a 100x100 still image of the users choosing. In some cases, avatars on message boards are taken to the next level. A key example of this is Gaia Online, a thriving community in which users can alter their avatars as they see fit by buying clothes, accessories, and weapons. The environment is that of a message board, but the avatar is still an important focal point of the community.

Revision as of 21:25, 1 May 2008

The word Avatar is derived from the Sanskrit word avatāra, meaning descent; in Hindu mythology an avatar is a human manifestation of a Celestial or Supreme being. The word refers to descending from the celestial realm to Earth but its usage in the gaming world is similarly different.

An avatar, in the gaming world is the digital representation of a player of a video game. Just like a God was said to change his or her form to descend, and interact in the mortal realm, 'controllers' are able to transcend their physical form, using an avatar, to explore digitally created worlds. A player interacts with these digital worlds by controlling the actions of his or her avatar.

Controller's avatars do not necessarily represent the self or a human being in a digital world. The appearance of an avatar depends heavily on the technology that powers the world. The controller develops a bond with the avatar after investing time exploring the world and by collecting items which adds character to the avatar. In an objective driven world, such as Enter The Matrix or World Of Warcraft, these items increase the success rate of the objective. The commodification of these items add to the complexity of interaction between the player and controller, through the maturation of the avatar.

Different games offer wide varieties of options to customize the appearance of an avatar. Some, like Second Life, allow the user a humanoid base with a wide range of customizations: from hairdo to shoes, from length of arms and legs, to nose and torso. Other games like World of Warcraft have different variations of characters from fantasy, myth and fiction. Avatars in some games are restricted to specific characters of the story, within that world. The advantage of this variety is that it allows users to interact on a higher level with the game world because they become more personally attached to their avatars.

The controllers inadvertently, or purposefully, customize their avatars with fantastic elaborations of human characteristics; these may or may not be reflective of themselves. Controllers become even more attached to the digital object because of this ability. The controllers may also design their avatars to be in virtual world experiments in relation to their real world experiences, such as social interaction.

Avatars however, are not limited only to game worlds. Most online message boards allow for users to use an avatar of their choice, to represent them when they make a post. Much of the time, the avatar is limited to a 100x100 still image of the users choosing. In some cases, avatars on message boards are taken to the next level. A key example of this is Gaia Online, a thriving community in which users can alter their avatars as they see fit by buying clothes, accessories, and weapons. The environment is that of a message board, but the avatar is still an important focal point of the community.

References

  • gnovis.georgetown.edu/includes/ac.cfm?documentNum=50
  • www.gaiaonline.com/