Loving your avatar: identity, immersion and empathy

At the Berlin Educa Online conference back in November 2007 I started to tackle the problematic issue of identity and identity play in Second Life. I have been consistently fascinated by what I consider one of the key attractions and confusions of SL, namely the ability to slip into another shell and build a unique presence - within what is arguably the richest and most diverse virtual setting at the present time. A large topic for a short talk - so I took a particular focus on one aspect of avatar identity: how we develop a ‘relationship’ with our avatar. Relationship may sound like an odd word to use but I choose this deliberately as for me it captures something of the  discourse that we often read when we talk about our second lives or indeed the characters we build within other online worlds (see ‘Alter Ego: avatars and their creators’ http://www.alteregobook.com). From  analyses of blog posts and mailing lists, interviews in-world and face-to-face workshops, and from my personal experiences I discovered common threads that run through many narratives in the evolution of avatars. A number of critical points in the development of this relationship over time could be clearly identified in this mapping activity: Empathydiagramv5_2 The graph 'Development of avatar identity and empathy in MUVEs' is the visual result of this mapping activity and gathers together these key moments along a continuous time-line that stretches from the beginnings of entering the world of SL to the point of rupture where a second avatar may be spawned to cope the complexities of changing identity in-world. The x axis time-line is plotted against a y axis that I have called 'investment' and represents not simply the amount of time we invest in 'working' on our avatars but also the sense of empathy we begin to develop with our virtual other. Running along the time-line there are two drop-out thresholds marked towards the beginning of this path, where technical, competency and 'care' barriers if not surmounted often result in no further or very limited in-world activity. Beyond these points we trace multiple and changing trajectories that reflect the often complex relations we build with our avatar. On the right-hand side three phrases of being in-world are marked out: exploration, professional activity and playfulness which as can be seen in the detailed description below as often antagonistic to one another:
  1. Technical and competency threshold: The early technical and competency barriers can undoubtedly be severe for many, to the extent that even when a powerful enough graphics card and a connection with adequate bandwidth have been located, newly formed denizens enter the world only to find themselves trapped on orientation island. The competency requirements for SL are often understated and form a bewildering mix of manual dexterity, games-based visual grammar and client interface navigation that demand serious and determined attention to master. In a recently published student survey, Steve Hornik posted a reflective response to what were in effect a series of negative comments on the use of SL in his accounting course that illustrate just how frustrating to students these early steps can be:
    "I did not use it that often because it was hard to understand and was too slow on my computer. I could not grasp how to use it well."
    "Honestly, I got so confused trying to simply walk and talk to people that I just ended up getting frustrated."
    Such comments serve as a reminder to all of us who are rushing forwards to introduce such cutting edge technologies into our learning and teaching settings. This situation is not atypical as Judy Robertson reports in a recent post where she came head to head with the technical difficulties that can plague efforts even at the institutional level:
    "We have two multimedia labs full of computers which are meant to be our souped up fast computers for this module. Alas, these computers meet only the minimum spec for SL but not the recommended spec. This is the difference between a happy well adjusted lecturer and a raving maniac. The computers keep crashing. Sometimes they run terribly slowly. And to add to the circus, there were intermittent network problems. The upshot of all this was that the students got frustrated."
  2. Threshold of care:  One of the most difficult moments to pin down in the process of building a virtual identity. It marks a fuzzy boundary beyond which we begin to feel an emotional pull towards our virtual self and yes, we start to care about our avatar. Our creation has become an entity, even a personality, in its own right. How does this happen and how is this possible? The clearest way of understanding this process is one that touches mainly, though not exclusively, on the concepts of social and cultural capital: the building of friendships and connections; becoming part of a community; purchasing artifacts that increase our avatar's aesthetic appeal; a variety of other cultural exchanges and physical engagements that can be as simple as building ones own in-world residence and holding a house warming party.
  3. Schism: As our in-world interactions become more elaborate and diverse a moment is reached where we feel a tension between our single avatar and the multiple roles that our virtual self is able to adopt. We may exist as both a playful representation of our selves alongside a virtual presence that is comprehended as an extension of our professional lives. SL offers a vast range of highly developed sub-cultures and communities that are fun, enlightening and self-revealing to explore yet these require a level of engagement that does not always sit easily with a professional demeanor. Spending time as a neko, vampire, furry, Gorean slave or participating in other roleplaying spaces that  have corresponding dress-codes, social norms and modes of behaviour may begin to sit uncomfortably within the embodiment provided within a single avatar.
  4. Managed instablity: This describes the ongoing flux between playful and professional modes of in-world existence that is, for example, revealed in lengthy discussions amongst educators (cf. SLED list) of what represents a professional appearance in SL with questions posed that tackle seemingly mundane issues of where to purchase 'correct' outfits for teaching and the 'correct' anatomical and visual configuration we expect of students, visitors and tutors alike. As 'AJ' comments (reproduced with kind permission from an original SLED list posting) this in-world tension may result in real-world action:
    "Beyond the psycho-babble, the reason for more than one avatar was quite simple.  At the point where my employer, a state institution, began paying the bills for my work as AJ Brooks, I felt it necessary to have a second avatar.  First off, I felt it was the ethical thing to do. Second, I wanted a CLEAR distinction between what I was doing for work and what I was doing for myself, on my own time."
  5. Multiple avatars: Diverse personal definitions of self and approaches to this play/work border are clearly visible in SL profiles. Statements are found that on one hand appear to mark sameness - 'I am my avatar' - and yet on the other hand celebrate difference and possibility - 'Keep SL in SL and RL in RL'. The struggle to stabilise the tensions between multiple modes of existence within a single frame can lead to the spawning of a second avatar - a blank persona that can act as a safety valve allowing these multiple states to co-exist. Multiple avatars in effect offer multiple channels for reflecting the range of roles and identities that we take for granted in our everyday existence. This can be a liberating experience for many as it suddenly frees the creator from the behavioural pressures that dominate formal settings even when they are translated into our virtual and imaginary worlds. Multiple avatars also form part of a strategy for addressing digital reputation management issues that are currently underexposed but of increasing importance to those of us who live and work in virtual spaces.
Many of the moments described above are particularly well summed up in the SLED list post below, reproduced with kind permission from 'AJ', who describes the reasons behind the creation of his small team of avatars:
"I have three avatars. AJ Brooks is my first avatar, 1st rez date coming up in January.  This is the avatar I first came into SL with and to this day use AJ for all things work related.  AJ has never really been one to "socialize" as some of my non-education friends do, such as going to clubs, puttering around, etc...  I did, of course, visit a number of places when I first came in and didn't have a "home", but now when I go out to visit someplace, at least as AJ, it is purely business.  AJ's base of operations is the CHSS Island and is normally on from 9-5 M-F, except when needed for teaching purposes (I use AJ as the avatar for my classes also) and for conferences, etc...  AJ looks a bit like me in so much as I tried to keep facial features similar, height, and hair color also, although I will admit that he is slimmer and a bit more chiseled than I. Very recently, having run out of groups, not being able to drop any more from AJ, but needing to work with faculty, etc..., I needed to start a third avatar, an alt that would be purely a "CHSS Island maintenance guy".  I've shared land ownership, buildings, etc..., plus use that avatar for creating groups related to CHSS business.  This avatar is currently a cyborg but could certainly take another shape, but would probably not be a human form.  This is purely a utility. Wealthy Mizser is my second avatar and owns an art gallery on Avendale called The Gallery Beleza at Avendale and also own a home on Nevi, which is also one of the five sims that make up the Avendale community.  Wealthy is usually on after 5pm and on the weekends.  Wealthy is blonde with blue eyes has a body worth every linden (as opposed to having to slave for hours at the gym, which is very non-virtual), and is definitely the one to attend a party or other social event, or even to poke around places around SL that really have nothing to do with The Gallery."
Where next? This study marks the starting point for a series of other ongoing investigations that include a review of the social nature of profile building in SL as well as a more detailed engagement with competency frameworks. So ... more to come.

Comments are closed.

 

Close
E-mail It