Understanding Children's Avatar Making in Social Online Games
Yue Fu, Samuel Schwamm, Amanda Baughan, Nicole M. Powell, Zoe Kronberg, Alicia Owens, Emily Renee Izenman, Dania Alsabeh, Elizabeth Hunt, Michael Rich, David Bickham, Jenny S. Radesky, Alexis Hiniker
Abstract
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 ingame 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.
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