Understanding Children's Avatar Making in Social Online Games

Fuente: arXiv
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Hauptverfasser: Fu, Yue, Schwamm, Samuel, Baughan, Amanda, Powell, Nicole M, Kronberg, Zoe, Owens, Alicia, Izenman, Emily Renee, Alsabeh, Dania, Hunt, Elizabeth, Rich, Michael, Bickham, David, Radesky, Jenny, Hiniker, Alexis
Format: Preprint
Veröffentlicht: 2025
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author Fu, Yue
Schwamm, Samuel
Baughan, Amanda
Powell, Nicole M
Kronberg, Zoe
Owens, Alicia
Izenman, Emily Renee
Alsabeh, Dania
Hunt, Elizabeth
Rich, Michael
Bickham, David
Radesky, Jenny
Hiniker, Alexis
author_facet Fu, Yue
Schwamm, Samuel
Baughan, Amanda
Powell, Nicole M
Kronberg, Zoe
Owens, Alicia
Izenman, Emily Renee
Alsabeh, Dania
Hunt, Elizabeth
Rich, Michael
Bickham, David
Radesky, Jenny
Hiniker, Alexis
contents Social online games like Minecraft and Roblox have become increasingly integral to children's daily lives. Our study explores how children aged 8 to 13 create and customize avatars in these virtual environments. Through semi-structured interviews and gameplay observations with 48 participants, we investigate the motivations behind children's avatar-making. Our findings show that children's avatar creation is motivated by self-representation, experimenting with alter ego identities, fulfilling social needs, and improving in-game performance. In addition, designed monetization strategies play a role in shaping children's avatars. We identify the ''wardrobe effect,'' where children create multiple avatars but typically use only one favorite consistently. We discuss the impact of cultural consumerism and how social games can support children's identity exploration while balancing self-expression and social conformity. This work contributes to understanding how avatar shapes children's identity growth in social online games.
format Preprint
id arxiv_https___arxiv_org_abs_2502_18705
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Understanding Children's Avatar Making in Social Online Games
Fu, Yue
Schwamm, Samuel
Baughan, Amanda
Powell, Nicole M
Kronberg, Zoe
Owens, Alicia
Izenman, Emily Renee
Alsabeh, Dania
Hunt, Elizabeth
Rich, Michael
Bickham, David
Radesky, Jenny
Hiniker, Alexis
Human-Computer Interaction
Social online games like Minecraft and Roblox have become increasingly integral to children's daily lives. Our study explores how children aged 8 to 13 create and customize avatars in these virtual environments. Through semi-structured interviews and gameplay observations with 48 participants, we investigate the motivations behind children's avatar-making. Our findings show that children's avatar creation is motivated by self-representation, experimenting with alter ego identities, fulfilling social needs, and improving in-game performance. In addition, designed monetization strategies play a role in shaping children's avatars. We identify the ''wardrobe effect,'' where children create multiple avatars but typically use only one favorite consistently. We discuss the impact of cultural consumerism and how social games can support children's identity exploration while balancing self-expression and social conformity. This work contributes to understanding how avatar shapes children's identity growth in social online games.
title Understanding Children's Avatar Making in Social Online Games
topic Human-Computer Interaction
url https://arxiv.org/abs/2502.18705