SLENZ Update, No 152, November 23, 2009

A TALE OF TWO WOMEN

Can avatar appearance  have  an

effect on  your Real  Life?

University of Texas Study

Exhibit 1 – can an avatar appearance change your real life?

This is partially the tale of two women*. But it is also a story of how avatar appearance can affect one’s experience of  Second Life and  cross-over into Real Life.

I personally know a number of women, both in Second Life and in Real Life,  who have had the experience  I want to talk about.  There are many others who talk in places like  “Hey Girlfriend” about their considerable weight losses since entering Second Life. However, for reasons of anonymity I have combined some features of these women’s lives into the two women I’m discussing. They are  both in their 40s,  highly educated and have executive positions with the organisations they work with.

One, however, although her  Australian organisation is involved in  researching  business uses of virtual worlds, uses  Second Life almost exclusively for social networking, spending two to three hours a day on-line, time which she once spent as a couch potato  in front of the cable television. She now has  what she calls “real friends” from around the world in Second Life. She has been, what she would claim is ” fully immersed” in Second Life for about four years. Her experience there has run the gamut from role playing to building  and doing  most of the things she  could  and does in Real Life.  Her avatar is  slim and very attractive, although not of the barbie-doll favoured by many  users of  Second Life, and it wears high fashion clothes ranging from fairly skimpy to more conservative.  Although she obtains most of her clothing free, she has a staggering number of high-fashion, high quality items in her inventory.

The other, although she was  not press-ganged into visiting a virtual world,  chose  to become part of  Second Life as  part of her work three years ago, although skeptical of the benefits. Outside of  the “immersion”  required for her work  she seldom visits Second Life preferring to spend time  in the evenings working, sitting in front of television  with her husband. Her avatar reflects what she considers her real life; overweight and frumpy with few  attractive features.  Her clothing inventory consists  of a few  real life-style, work related but  serviceable items such as slacks and a sweaters, but nothing which could be even remotely be regarded as fashionable let alone fantasy.

Both were considerably overweight  when they started in virtual worlds.  One could say the first women perceived and still perceives her virtual life  as wish-fulfillment and fantasy, the second woman perceives her’s as  career-enhancing “drudgery.”

But the most interesting thing about these two women for me  – and this  is not a scientific study –  is that:

  • In four  years the first woman – the one with the slim, attractive avatar –  has lost about 100 lbs in weight, taken up gym three to four days a week,  started to learn  salsa and tango with her husband,  changed her wardrobe, and through her own efforts gained a number of promotion rungs at her work. Where she was  previously depressed about her future, she is now a livewire and  enthusiastic about her work. She has also long-term cut her calorie intake in half.
  • In the three years  since the  second woman entered Second Life – the one  with the overweight, unattractive avatar –  her life  has changed little. She still sits watching television most nights with her husband – he much prefers it that way – and although still ambitious feels  her career in a US academic institution  is  either  depressingly at a standstill, or at a cross roads.  Since joining  Second  Life  her  weight has ballooned – she wont disclose by how much –  she still gets little exercise and obviously has not cut her  calorie intake.
Exhibit 2 – can avatar appearance change your real life?

Of course, there may be many other reasons why these two women’s Second Life experiences may have led to vastly different Real Life  experiences but I was reminded of them by an article in  a fairly  recent issue of    ScienceDaily under the headline,  “Avatars Can Surreptitiously And Negatively Affect User In Video Games, Virtual Worlds.”

Quoting Jorge Peña, assistant professor in the College of Communication at the  University of Texas, at Austin,  the on-line magazine said that although often seen as an inconsequential feature of digital technologies, one’s self-representation, or avatar, in a virtual environment could affect a user’s thoughts. The study was co-written with Cornell University Professor Jeffrey T. Hancock and University of Texas at Austin graduate student Nicholas A. Merola.  It appeared in the December 2009 issue of Communication Research.

The study ” demonstrated that the subtext of an avatar’s appearance could simultaneously prime negative (or anti-social) thoughts and inhibit positive (or pro-social) thoughts inconsistent with the avatar’s appearance even though study participants remained unaware they had been primed,” the article said.

“In two separate experiments, research participants were randomly assigned a dark- or white-cloaked avatar, or to avatars wearing physician or Ku Klux Klan-like uniforms or a transparent avatar. The participants were assigned tasks including writing a story about a picture, or playing a video game on a virtual team and then coming to consensus on how to deal with infractions, ” Science Daily said.

“Consistently, participants represented by an avatar in a dark cloak or a KKK-like uniform demonstrated negative or anti-social behavior in team situations and in individual writing assignments.”

Previous studies, ScienceDaily said, had demonstrated these uniform types to have negative effects on people’s behaviors in face-to-face interactions. For example, Cornell researchers Mark Frank and Tom Gilovich have shown that dark uniforms influence professional sports teams to play more aggressively on the playing field and in the laboratory. Peña’s research has now demonstrated how these effects operate in desktop-based video games, and sheds light on the automatic cognitive processes that explain this effect.

“When you step into a virtual environment, you can potentially become ‘Mario’ or whatever other character you are portraying,” said Peña, who studies how humans think, behave and feel online. “Oftentimes, the connotations of our own virtual character will subtly remind us of common stereotypes, such as ‘bad guys wear black or dress up in hooded robes.’ This association may surreptitiously steer users to think and behave more antisocially, but also inhibit more pro-social thoughts and responses in a virtual environment.”

“By manipulating the appearance of the avatar, you can augment the probability of people thinking and behaving in predictable ways without raising suspicion,” said Peña. “Thus, you can automatically make a virtual encounter more competitive or cooperative by simply changing the connotations of one’s avatar.”

Reading this I wondered about the two women I referred to above.    Has one, the American, inadvertently reinforced the depressingly, negative  image she has of herself by making her avatar appearance worse than  she actually appears in Real Life? And has the other, the Australian,  done the reverse to achieve striking Real Life benefits?

It’s obviously another question for virtual world scientists.
But on the other hand, in my experience,  it doesn’t have quite the same effect on some males.  I haven’t become the 6ft 7in  All American Don Juan that my avatar suggests I  could be and my wishful thinking suggests I should be. My real life  personna and appearance  has remained. I’m still just a little nerd who is boringly ordinary.

I, however, don’t doubt there are men in Second Life who have lost weight too.

* Some details have been altered to protect their identities.