Me
or Not me? The Avatar as Consumer Identity in Virtual Worlds
El
Kamel L. (2016) Me or Not me? The Avatar as Consumer Identity in Virtual
Worlds. In: Campbell C., Ma J. (eds) Looking Forward, Looking Back: Drawing on
the Past to Shape the Future of Marketing. Developments in Marketing Science:
Proceedings of the Academy of Marketing Science. Springer, Cham
AIMS OF THE STUDY:
This research aims to understand VR as an experience where
users reflect aspects of their identity. The researchers wanted to:
- “clarify the different dimensions of the identity
construction project in the virtual world”
- understand what precedes the choice of these dimensions
- “clarify… the implications in terms of consumption”
For reference: the identity construction project was
discussed in terms of the distance that the consumers perceive between their
avatars and themselves
METHODOLOGY:
Qualitative research:
Using a model of inductive reasoning: Initially I did not understand
what this meant. After some research I could find a definition that I like. First,
I started to read that Inductive reasoning is the alternative to deductive
reasoning; which made me like the concept more than its alternate simply due to
the language used.
(Deductive reasoning already implied an undermining of
reasoning through elimination, which I never really appreciated as a good
tactic for getting answers. Turns out I was correct: deductive reasoning
narrows generalised notions to more specific ones, which is not completely bad
of course, it just reminds me of someone being in a witness stand being fed
leading questions. Inductive reasoning
works the other way, moving from specific observations to broader
generalizations and theories, which I think is a solid sociological approach to
understanding more philosophical ideas like identity.)
“The purpose of the methodology
used was to approach the field without preconceptions and to develop a model
from the analysis and interpretation of the data collected.”
80 interviews were conducted with
participants and interviewer communicating through avatars, with the starting
points of having some structure for guidance due to the exploratory nature of
the research.
MAIN FINDINGS:
Findings show that there was a definite correlation between
real world identity and online avatar. Reading the conclusion was not as easily
and straight forwards as I expected and seemed a bit ambiguous, but what I
realised is that this may be okay for a topic that does not actually have an
acute answer. People seem to sway between the fantasy of themselves, an
image/personality which they wish to be in real life and an accurate reflection
of themselves. I think this speaks to the actual cause of gaming, much like
film it is escapism that must have some part of its popularity. People seek
more adventure or freedom (or anything, really) from the tedium of their real
life, they seek change, and thus engage in alternate spaces where they are able
to “live” differently. This is dependent on each users wants and so their behaviours
and the results of their online avatars are not consistent (which I think is valuable
information anyway because having absolute answers for all questions is not
always the most effective way to understand the ways of the world). They
provided these 2 figures in their conclusion which may be helpful to analyse:





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