SSOAR Logo
    • Deutsch
    • English
  • English 
    • Deutsch
    • English
  • Login
SSOAR ▼
  • Home
  • About SSOAR
  • Guidelines
  • Publishing in SSOAR
  • Cooperating with SSOAR
    • Cooperation models
    • Delivery routes and formats
    • Projects
  • Cooperation partners
    • Information about cooperation partners
  • Information
    • Possibilities of taking the Green Road
    • Grant of Licences
    • Download additional information
  • Operational concept
Browse and search Add new document OAI-PMH interface
JavaScript is disabled for your browser. Some features of this site may not work without it.

Download PDF
Download full text

(371.9Kb)

Citation Suggestion

Please use the following Persistent Identifier (PID) to cite this document:
https://nbn-resolving.org/urn:nbn:de:0168-ssoar-55777-7

Exports for your reference manager

Bibtex export
Endnote export

Display Statistics
Share
  • Share via E-Mail E-Mail
  • Share via Facebook Facebook
  • Share via Bluesky Bluesky
  • Share via Reddit reddit
  • Share via Linkedin LinkedIn
  • Share via XING XING

Avatars and computer-mediated communication: a review of the definitions, uses, and effects of digital representations

[journal article]

Nowak, Kristine L.
Fox, Jesse

Abstract

Avatars are growing in popularity and present in many interfaces used for computer-mediated communication (CMC) including social media, e-commerce, and education. Communication researchers have been investigating avatars for over twenty years, and an examination of this literature reveals similariti... view more

Avatars are growing in popularity and present in many interfaces used for computer-mediated communication (CMC) including social media, e-commerce, and education. Communication researchers have been investigating avatars for over twenty years, and an examination of this literature reveals similarities but also notable discrepancies in conceptual definitions. The goal of this review is to provide a general overview of current debates, methodological approaches, and trends in findings. Our review synthesizes previous research in four areas. First, we examine how scholars have conceptualized the term “avatar,” identify similarities and differences across these definitions, and recommend that scholars use the term consistently. Next, we review theoretical perspectives relevant to avatar perception (e.g., the computers as social actors framework). Then, we examine avatar characteristics that communicators use to discern the humanity and social potential of an avatar (anthropomorphism, form realism, behavioral realism, and perceived agency) and discuss implications for attributions and communication outcomes. We also review findings on the social categorization of avatars, such as when people apply categories like sex, gender, race, and ethnicity to their evaluations of digital representations. Finally, we examine research on avatar selection and design relevant to communication outcomes. Here, we review both motivations in CMC contexts (such as self-presentation and identity expression) and potential effects (e.g., persuasion). We conclude with a discussion of future directions for avatar research and propose that communication researchers consider avatars not just as a topic of study, but also as a tool for testing theories and understanding critical elements of human communication. Avatar mediated environments provide researchers with a number of advantageous technological affordances that can enable manipulations that may be difficult or inadvisable to execute in natural environments. We conclude by discussing the use of avatar research to extend communication theory and our understanding of communication processes.... view less

Keywords
computer-mediated communication; digital media; computer game; representation; self-presentation; identity; virtual reality; communication behavior

Classification
Interactive, electronic Media
Basic Research, General Concepts and History of the Science of Communication

Free Keywords
avatars; perception; digital environments; video games; social actors; anthropomorphism; human-computer interaction;

Document language
English

Publication Year
2018

Page/Pages
p. 30-53

Journal
Review of Communication Research, 6 (2018)

DOI
https://doi.org/10.12840/issn.2255-4165.2018.06.01.015

ISSN
2255-4165

Status
Published Version; peer reviewed

Licence
Creative Commons - Attribution-NonCommercial 4.0


GESIS LogoDFG LogoOpen Access Logo
Home  |  Legal notices  |  Operational concept  |  Privacy policy
© 2007 - 2025 Social Science Open Access Repository (SSOAR).
Based on DSpace, Copyright (c) 2002-2022, DuraSpace. All rights reserved.
 

 


GESIS LogoDFG LogoOpen Access Logo
Home  |  Legal notices  |  Operational concept  |  Privacy policy
© 2007 - 2025 Social Science Open Access Repository (SSOAR).
Based on DSpace, Copyright (c) 2002-2022, DuraSpace. All rights reserved.