Analysis of the Effects of Appearances of Avatars on User's
Self-evaluation of Extroversion
Tomoko Koda and Ryosuke Oguri
Department of Information Science and Technology, Osaka Institute of Technology, Osaka, Japan
Keywords: Agents, Avatars, Computer-mediated Communication, Proteus Effect, Virtual Environments, Serious
Games, Transformed Social Interaction, Avatar Chat, Appearances, Personality.
Abstract: Proteus effect is known as a phenomenon in which the personality and behavior of an individual, within
online virtual worlds, is changed by the appearances of their avatar. This paper reports whether Proteus
effect is applicable to accompanying avatars with whom a user's avatar interacts in a virtual world. The
results indicated that Proteus effect was applicable to those who perceived the avatar was their alter-ego,
while those who did not was not affected by the appearance of the avatar. The results suggest the
importance of considering avatar’s and agent’s appearances and user’s personality in serious games, online
virtual worlds, and avatar-mediated online communications.
1 INTRODUCTION
Interacting with other players via avatars in virtual
worlds and serious games have become our daily
activities. There are wide variety of avatar's
appearances, and users freely select avatars and use
them. However, research in computer-mediated
communication reports the impact of virtual space
and avatar's appearance on users. Thaler et al.
investigated gender difference in preference of users'
own photo-realistic avatars' appearances. Their
results suggested the male participants placed an
importance on their avatar's photo-realistic texture,
while the female participants on their avatars' body
shape (Thaler et al. 2018).
Other research shows the effects of avatar's
appearances and virtual world on user's behaviours.
Pan et al. investigated the effect of avatars in a
shared virtual environment. Their results suggested
that avatar-mediated collaboration led to a better
task performance and higher trust to each other than
the non-avatar condition (Pan and Steed, 2017).
Changing the background image and environmental
sound in the 3D avatar chat space affected the
number of pros and cons in the opinions in user
dialogues (Takeuchi et al., 2016). Yee et al.
suggested the appearance of the avatar used in
online communication influences the user's
behavioural characteristics, especially extroversion,
and named the effect as “Proteus effect".
Specifically, in a laboratory immersive virtual
environment, users who operated an attractive avatar
talked frequently about themselves, interacted with
the other avatar more confidently when their avatar
was taller than the other avatar (Yee and Bailenson,
2007).
Yee's consecutive experiment indicated that
Proteus effect is applicable not only in immersive
virtual spaces but also in online communities in a
virtual world, and this effect has been shown to
persist in face-to-face interaction in real space (Yee
et al., 2009). From these findings, there is a
possibility that when attractive avatars are used in
the virtual world, the users continue to perform
interactions and actions with high extroversion in the
virtual world, thereby affecting their behavioural
characteristics in the real world. Another research
that examined the Proteus effect showed that avatar's
clothing in the virtual space (white / black, KKK,
etc.) affected the attitudes and perceptions of the
users by giving them a priming effect (Pena et al.,
2009).
One of the reasons for user's behavioural change
by changing the appearance of avatar is that the user
sees avatar as their own alter-ego. Tokioka states an
avatar is one in which a user him/herself creates
his/her "alter ego" in a virtual world, and it can be
regarded as the user's own "alter ego" in that it is
created and operated by the user (Tokioka, 2014).
232
Koda, T. and Oguri, R.
Analysis of the Effects of Appearances of Avatars on User’s Self-evaluation of Extroversion.
DOI: 10.5220/0007483502320237
In Proceedings of the 11th International Conference on Agents and Artificial Intelligence (ICAART 2019), pages 232-237
ISBN: 978-989-758-350-6
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
However, whether the Proteus effect can be found
for users who do not recognize an avatar as their
alter ego, and whether Proteus effect is applicable
only by their own avatar but also by an
accompanying avatar have not been examined.
Therefore, this research aims to examine the
effect of the appearance of the self-operating avatar
and the appearance of the accompanying avatar used
in the virtual world on the user's self-evaluation of
extroversion. Hypothesis 1 is "Those who regard
their self-operating avatar (“self-avatar”) as their
own alter-ego, if their self-avatar and accompanying
avatar are attractive, their self-evaluation of
extroversion becomes higher compared to when the
avatars are not attractive." Hypothesis 2 is "Those
who do not regard their self-avatar as their alter-ego,
their self-evaluation of extraversion does not change
regardless of the self-avatar's or the accompanying
avatar's appearances." In order to verify the
hypotheses, we conducted an experiment using
avatars with various appearances and compared the
users' self-extroversion assessment by BIGFIVE
personality questionnaire.
2 AVATAR DESIGN
We conducted a pre-experiment in order to select
both male and female avatars' appearances with
various attractiveness. The experimental procedure
is as follows:
1) Ten Japanese university students (8 men and 2
women) participated in the pre-experiment, who did
not participate in the main experiment.
2) Eight male avatars and eight female avatars are
created by using Unity Assets. The participants
evaluated each avatar's attractiveness with a 7-point
Likert scale.
3) Avatars with the two highest evaluation scores
and the two lowest scores in average were selected
for the main experiment. The male and female
avatars selected by the pre-experiment are shown in
Figure 1 and 2, respectively.
3 MAIN EXPERIMENT
3.1 Experiment Overview
The main experiment was conducted by participants
operating their self-avatar in a virtual world. The
self-avatar and an accompanying avatar (set
to the
opposite
gender of the participant) converse each other
Figure 1: Male avatars (attractive and unattractive).
Figure 2: Female avatars (attractive and unattractive).
as they move around the virtual downtown. The
virtual downtown and avatars were developed by
Unity 5.4.1, JavaScript and C #. The conversation
scenario is prescribed. The self-avatar and the
accompanying avatar stop by multiple spots. i.e., a
cafe and an art museum in a first-date situation.
They are invited to answer a questionnaire at
eachstop-by spot. The participants (their avatars) can
get some incentive items to make their first date
successful (i.e., a free ticket for the virtual café or
the museum) by answering the questionnaire.
The questionnaires consist of the BIGFIVE
extroversion questions and dummy items (i.e., what
is your favourite food?) so as to make personality
questions as natural as possible. BIGFIVE is widely
used to measure one's personality traits. BIGFIVE
consists of five factors, but we used 12 questions
regarding extroversion factor in this experiment.
Those questions use adjectives, i.e., sociable,
talkative, cheerful, amiable, outgoing, assertive, and
energetic, with 7-point Likert scale (Gough and
Heilbrum, 1983).
The participants are Japanese university students (17
males, 5 females) from 21 to 23 years old. They
were instructed to evaluate the performance of a
questionnaire platform using avatars in a virtual
world. The true objective of the experiment was told
after the experiment. The conditions of the
experiment are the four conditions shown in Table1,
Analysis of the Effects of Appearances of Avatars on User’s Self-evaluation of Extroversion
233
and the conditions are presented to the participants
at random.
Table 1: Four experimental conditions.
Attractive
self-
avata
r
N
o
t
-attractive
self-avatar
Attractive
accompan
y
in
g
avata
r
AT/AT
N
AT/AT
N
o
t
-attractive
accompan
y
in
g
avata
r
AT/NAT
N
AT/NAT
3.2 Experiment Procedure
The procedure of the experiment is as follows.
1) Pre-experiment questionnaire: Prior to the
experiment, participants who were participating
in another experiment on another day answered
the BIGFIVE personality questionnaire (pre-
questionnaire) in order to assess the nature of the
participants' personality and not to let the
participants notice the true purpose of the
experiment on the day of the main experiment.
2) Main experiment: The participants selected the
most/least attractive avatars as their self-avatars
from the 4 selections of the same gender, and the
most/least attractive avatars as their
accompanying avatars from the 4 selections of
the opposite gender (4 avatars in total).
3) Participants operate their self-avatar according to
the prescribed dialog scenario. Figure 3 shows
an example greeting dialogue. Figure 4 shows a
dialogue and scenes at a museum.
4) Main questionnaire: They answer a questionnaire
at three designated stop-by spots (see Figure 5).
The questionnaire consists of BIGFIVE
extroversion questions and dummy questions.
5) The participants changed the self-avatar and
accompanying avatar, and repeat 3-4. Conditions
are selected at random.
6) Post-questionnaire: After completing all the
conditions, the participants answer a post-
experiment questionnaire. The question was
"whether each participant regarded the avatars as
his/her alter-ego" with a 7- point Likert scale (1:
not at all – 7: very much).
Figure 3: Example of Avatars' Interaction (greetings).
Figure 4: Example of Avatars' Interaction (at a museum).
Figure 5: Questionnaire (in front of the museum):
Questionnaire consists of BIG FIVE extroversion
questions and dummy questions* (6 point scale)
Questions asked above are: I like talking to others. / I
often go out for some activities. / I am talkative. / I like
traveling.* / I am good at expressing myself. / I am shy. / I
like taking photos.*
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234
4 RESULTS AND DISCUSSION
4.1 Analyses of the Results
Firstly, we classified the participants into three groups
according to their answers to the post-experiment
questionnaire. Nine participants whose answers were
7, 6, 5 (in the 7-point Likert scale) to the questions of
"I regarded the avatar as my alter-ego." are classified
as "high group," 5 participants as "middle group"
(score=4), and 8 as "low group" (scores 3, 2, 1). The
following analyses used scores of the high group and
the low group only in order to compare the answers of
the opposite groups. We conducted a 2-way ANOVA
(repeated measures) to the answers of BIGFIVE
extroversion questions. The factors are "avatar
(combination of the attractiveness of the self-avatar
and the accompanying avatar (AT/AT, AT/NAT,
NAT/AT, NAT/NAT) " and "participant group
(high/low)." In addition, a one-factor analysis of
variance was conducted on the extroversion answers
of the pre-experiment questionnaire and the main
questionnaire.
There are significant main effects and interactions
on the evaluation of extroversion in terms of sociable,
talkative, cheerful, amiable, outgoing, assertive, and
energetic. We show preliminary results of sociable,
cheerful and amiable below.
The evaluation result of “sociable” is shown in
Figure 6. The main effect was observed in the
participant group conditions. The high group’s
sociable evaluation was significantly higher than that
of the low group (Score=4.8-3.1, F=11.13, p0.01).
The result of multiple comparisons showed that the
high group’s sociable evaluation scores were
significantly higher than those of the low group under
4 avatar conditions made in the virtual world
(AT/AT: F=16.76, p0.01, AT/NAT: F=13.77,
p0.01, NAT/AT: F=8.5, p0.05, NAT/NAT: F=4.56,
p0.05). However, there was no significant difference
in the sociable evaluation between the real and virtual
conditions. High group’s sociable evaluation of the
NAT/AT condition was significantly lower (F=4.66,
p0.05) than that of the AT/AT condition, and similar
tendency was shown between the AT/AT and the
NAT/NAT condition (F= 4.29, p0.1). On the other
hand, there was no significant difference in the
evaluation among the avatar conditions in the low
group.
The evaluation result of “cheerful” is shown in
Figure 7. The main effect was observed in the
participant group conditions. The high group’s
cheerful evaluation was significantly higher than that
of the low group (F=7.74, p0.05). The result of
multiple comparisons showed that the cheerful
evaluations of the high group were higher in the
AT/AT (F=7.09, p0.05), the AT/NAT (F=9.71,
p0.01), and the NAT/AT condition (F=4.76, p0.05)
than those made by the low group. The high group’s
cheerful evaluation of the NAT/NAT condition was
significantly lower (F=6.28, p0.05) than that of the
AT/AT condition, while there was no significant
difference in the evaluation among the avatar
conditions in the low group.
The evaluation result of “amiable” is shown in
Figure 8. The main effect was observed in the
participant group conditions. The high group’s
amiable evaluation was significantly higher than that
of the low group (Score=5.3-3.9, F=6.12, p0.05).
The result of multiple comparisons showed that the
high group’s amiable evaluation scores were
significantly higher in the AT/AT (F=10.24, p0.05),
and the NAT/NAT condition (F= 10.5, p0.05) than
those made by the low group. In addition, the high
group’s evaluation of their amiableness in the AT/AT
(Score=4.6-5.6, p=0.07) and the NAT/NAT
(Score=4.6-5.6, p0.05) conditions were significantly
(in NAT/NAT) higher than their amiable evaluations
in the real world. On the other hand, there was no
significant difference in the evaluation among the
avatar conditions in the low group.
Figure 6: Comparison of sociable evaluation.
Figure 7: Comparison of cheerful evaluation.
Analysis of the Effects of Appearances of Avatars on User’s Self-evaluation of Extroversion
235
Figure 8: Comparison of amiable evaluation.
4.2 Discussion
In term of the sociable evaluation, comparison
between the participant groups and the avatar
conditions showed that the sociable evaluation
scores of the high group were significantly higher
than those made by the low group in all four avatar
conditions. In addition, the sociable evaluation score
of the NAT/AT and the NAT/NAT condition were
lower than that of the AT/AT condition in the high
group. This suggests the possibility that the high
group’s evaluation of their sociable-ness in the
virtual world was affected by the attractiveness of
their self-avatar, regardless of the attractiveness of
their accompanying avatar. On the other hand, the
appearance of the avatars did not influence their
sociable evaluation scores in the low group, where
their scores were always lower than the high group,
and were always lower than the median value.
In terms of the cheerful evaluation, the high
group’s evaluation scores were significantly higher
in the three avatar conditions than those of the low
group. The high group’s cheerful evaluation of the
AT/AT condition was significantly lower (F=6.28,
p0.05) than that of the NAT/NAT condition, while
there was no significant difference in the evaluations
among the avatar conditions in the low group. This
suggests that the high group evaluated their
cheerfulness higher when their self-avatar's
appearance was attractive than they did when their
self-avatar was not attractive. However, in the low
group, no significant difference was observed in all
avatar conditions and the evaluation scores were
lower than the median value. Therefore, similar to
the sociable evaluation, the appearance of avatars
did not affect the low group’s low self-evaluation of
cheerfulness, where their scores were always lower
than the high group.
In terms of the amiable evaluation, the
evaluation of the AT/AT and the NAT/NAT
conditions were significantly higher in the high
group than those in the low group. In addition, the
high group’s evaluation of their amiableness in the
AT/AT and the NAT/NAT conditions were
significantly higher than their amiable evaluation in
Yee and Bailenson the real world. This suggests that
when the attractiveness of the self-avatar and the
accompanying avatar is balanced, the high group
evaluated themselves as more amiable than they did
in other conditions where the attractiveness of the
avatars are not balanced. On the other hand, there
was no significant difference in the evaluation
among the avatar conditions in the low group. This
result suggests that the low group has low appraisal
of self's amiableness regardless of the avatar's
appearances.
Those results suggest there is a dichotomy
between the participant groups in terms of self-
assessment of extroversion. The tendency is that the
extroversion evaluation of self is influenced by the
appearance of self-avatars in the high group,
although not all evaluations of BIGFIVE
extroversion scores rose in the conditions when
attractive self-avatars were used. Even when the
appearance of the self-avatar is not attractive, if the
attractiveness of the self-avatar and the
accompanying avatar is balanced, the extroversion
evaluation of self is influenced in the high group.
Thus, part of the hypothesis 1 "Those who
regard their self-avatar as their own alter-ego, if their
self-avatar and accompanying avatar are attractive,
their self-evaluation of extroversion becomes higher
compared to when the avatars are not attractive."
was partially supported. In other words, the high
group has a tendency of evaluating their self-
extroversion higher when their self-avatar is
attractive. Their extroversion evaluation is also
affected by the combination of self and
accompanying avatar’s attractiveness, regardless of
the attractiveness of the accompanying avatar alone.
On the other hand, no significant difference was
observed in the evaluation scores of the BIGFIVE
extroversion in the low group. This suggests that
extroversion evaluation of the low group is not
affected by the appearance of the avatars. Thus,
Hypothesis 2: "Those who do not regard their self-
avatar as their alter-ego, their self-evaluation of
extraversion does not change regardless of the self-
avatar's or accompanying avatar's appearances." was
supported. Compared with the high group, the low
group has a low BIGFIVE extroversion evaluation in
real world, and their evaluation is constantly low
regardless of the appearance of the avatars in the
virtual space. This result can be explained that the
ICAART 2019 - 11th International Conference on Agents and Artificial Intelligence
236
low group did not regard their self-avatar as their
alter ego, so the avatars’ appearances does not affect
their low extroversion evaluation in the virtual
world, which is also low in the real world.
Future directions of this research are as follows;
it is necessary to classify the reason as to whether
the avatars are regarded as their alter-ego by user
attributes, i.e., by personality test result other than
extroversion, frequency of playing online games,
years of online game experience, etc. Moreover, we
should consider gender effect in more details,
namely, we should examine the Proteus effect by
considering the gender of the participants more
precisely. We had only Japanese participants in the
current study. However, we should consider other
cultures’ preferences on avatar and agents
appearances.
5 CONCLUSION
In this research, we examined the influence of the
appearance of the self and accompanying avatars on
the participants’ extroversion evaluation in the
virtual world. The participants were divided into two
groups depending on whether they regarded the self-
avatar as their alter ego. The result indicated that
there is a dichotomy between the participant groups
in terms of self-assessment of extroversion. The high
group (who regarded the avatar as their alter-ego)’s
extroversion evaluation was affected by the
appearance of the self-avatar, thus Proteus effect
was applicable. On the contrary, the group that did
not regard the self-avatar as their alter ego did not
change their low extroversion evaluation according
to the appearance of their self-avatar nor their
accompanying avatar. The results suggest the
importance of considering avatars’ and agents’
appearances and user’s personality in serious games,
online virtual worlds, and avatar-mediated online
communications.
ACKNOWLEDGEMENTS
This work was partially supported by JSPS
KAKENHI, JP26330236, and JP17K00287.
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