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Computers in Human Behavior Reports 6 (2022) 100176

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Computers in Human Behavior Reports


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Fancy avatar identification and behaviors in the virtual world: Preceding


avatar customization and succeeding communication
Masanori Takano a, *, Fumiaki Taka b
a
CyberAgent, Inc., Japan
b
Kanagawa University, Japan

A R T I C L E I N F O A B S T R A C T

Keywords: Avatar communication, which provides a wealth of emotional expressions under anonymity, can effectively
Avatar communication compensate for a lack of social resources in real life. It enables players to construct close relationships, disclose
Avatar identification themselves, and receive social support on the Internet. To facilitate such communication, we focus on fancy
Self-disclosure
avatar identification and its correlates. This is because avatar identification is a bridging factor between avatar
Behavioral logs
customization and social behavior in the virtual world. Therefore, we analyzed the association between avatar
customization, avatar identification, and communication behavior. We discovered that 1) embodied identifica­
tion, one of the forms of avatar identifications, facilitates close relationship construction and self-disclosure with
friends in a virtual world; and 2) embodied identification is reinforced by avatar customization when the aspects
being customized are also mutable in real-life, such as hairstyle and fashion. This suggests that players’ social
lives can be enhanced through a virtual world, for example, an application provider can facilitate such avatar
customization by campaigns.

1. Introduction Vasalou et al., 2007; Van Reijmersdal et al., 2013; Hooi & Cho, 2014;
Birk et al., 2016; Kao & Fox Harrell, 2018; Mancini et al., 2018; Mes­
Avatar communication in an online virtual world enables a wealth of singer et al., 2019). Therefore, avatar communication application pro­
nonverbal expressions under anonymity(Baccon et al., 2019). This can viders can affect players’ social behavior through their avatar
compensate for a lack of social resources in real life because people can identification. In this study, we aim to understand how communication
self-disclose and receive social support in the online virtual world can be facilitated by avatar identification. This can compensate for a
(Green-Hamann et al., 2011; Takano & Tsunoda, 2019; Yokotani & lack of social resources in real life.
Takano, 2021). Facilitating players’ social behavior through avatar identification
However, it is difficult to directly facilitate such communication in requires investigations into how players reinforce their avatar identifi­
avatar communication applications, for example, suggesting self- cation by customization because people can reinforce avatar identifi­
disclosure by the applications, because self-disclosure and social sup­ cation through an avatar design process(Przybylski et al., 2012; Van
port are preferred to be spontaneous. Therefore, we considered an in­ Looy et al., 2012; Van Reijmersdal et al., 2013; Birk et al., 2016; Mancini
direct facilitation of communication. In this study, we focused on the et al., 2018).
effects of avatars on communication because people are unconsciously To facilitate communication in a virtual world, we studied the rela­
affected by the avatars that they are controlling(Yee & Bailenson, 2007; tionship between avatar customization, avatar identification, and actual
Yee et al., 2009). Additionally, application providers can easily facilitate communication behavior, as well as mediation factors between avatar
avatar customization. For example, they can stage a campaign for avatar identification and communication behavior, namely the factors of self-
customization. expression and social relationships, as shown in Fig. 1. Previous
Players’ behavior depends on how players reflect themselves, studies for avatar identification and/or communication via avatars tend
namely, their appearances, personalities, and ideal self, in their avatars to be based on questionnaire surveys(Bessière et al., 2007; Ducheneaut
(avatar identification(Van Looy et al., 2012))(Bailenson et al., 2006; et al., 2009; Van Looy et al., 2012; Hooi & Cho, 2014; Van Reijmersdal

* Corresponding author.
E-mail address: takano_masanori@cyberagent.co.jp (M. Takano).

https://doi.org/10.1016/j.chbr.2022.100176
Received 22 May 2021; Received in revised form 7 February 2022; Accepted 12 February 2022
Available online 22 February 2022
2451-9588/© 2022 The Author(s). Published by Elsevier Ltd. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-
nc-nd/4.0/).
M. Takano and F. Taka Computers in Human Behavior Reports 6 (2022) 100176

● RQ2: Embodied identification, one of the forms of avatar identifi­


cation, promotes actual communication behavior in different
methods depending on whether communication spaces are public or
Fig. 1. Overview of our analysis. Each factor has some subcomponents, for
private. This identification facilitates nonverbal actions in private
example, avatar identification has similarity, embodied, and wishful spaces.
identification.
These findings provide insight into how avatar communication ap­
et al., 2013; Crenshaw & Nardi, 2014; Mancini et al., 2018; Messinger plications can facilitate self-disclosure and close relationships.
et al., 2019; Yokotani & Takano, 2021), interview(Green-Hamann et al.,
2011; O’Connor et al., 2015), ethnography(Antonijevic, 2008), and lab 2. Related studies
experiments(Bente et al., 2008; Birk et al., 2016; Triberti et al., 2017;
Kao & Fox Harrell, 2018; Birk; Mandryk, 2019; Kao, 2019). However, it 2.1. Avatar identification
is important to understand them in more realistic environments, such as
actual avatar customization and communication behavior on commonly The relationships between avatars and players, including avatar
used avatar applications, for reinforcing communication on the appli­ identification, play a role in social behavior in a virtual world. Having a
cation. On the other hand, behavioral data lacks psychological factors. higher avatar identification facilitates social interactions(Vasalou et al.,
Hence, we combined both behavioral logs (avatar customization 2007; Van Reijmersdal et al., 2013; Kao & Fox Harrell, 2018). The
behavior and communication behavior) on a Japanese avatar commu­ appearance similarity between players and avatars facilitates their
nication application, Pigg Party (Fig. 2)1 and a questionnaire survey self-disclosure via self-awareness and self-presence(Hooi & Cho, 2014).
with Pigg Party players (N = 9, 145; the reasons for avatar custom­ Additionally, players who design avatars that are more attractive than
ization, avatar identification, self-expression, and social relationships. In themselves become more sociable(Messinger et al., 2019). In addition to
Pigg Party, players communicate by using fancy avatars. In this study, social behavior, avatar identification affects players in various forms,
avatar identification is an explanatory variable for communication such as satisfaction, motivation, and playtime in games(Birk et al., 2016;
behavior. Communication behavior is an objective variable that appli­ Birk; Mandryk, 2019; Kao, 2019; Kao & Fox Harrell, 2018; Van Reij­
cation providers intend to facilitate. Avatar customization is an mersdal et al., 2013).
explanatory variable for changing avatar identification. This is Players establish their identities in a virtual world by designing their
controllable by application providers. We assume mediation factors original characters, that is, avatars’ appearances and personalities.
from avatar identification to communication behavior, such as Therefore, avatar customization reinforces avatar identification(Birk
self-expression and social relationships, for interpretability. Interpret­ et al., 2016; Mancini et al., 2018). Carefully created character names
ability is important for planning campaigns for communication facili­ (Crenshaw & Nardi, 2014) and personal interest settings (e.g., favorite
tation through avatar customization by application providers. movies/musics/foods)(Kao & Fox Harrell, 2018) also facilitate avatar
Our research questions are as follows: identification.
Although players can design their avatars without restrictions from
● RQ1: How does avatar customization reinforce avatar identification? real life, players tend to reflect their ideal selves in their avatars(Bessière
● RQ2: How does avatar identification affect communication? et al., 2007; Ducheneaut et al., 2009; Messinger et al., 2019) while
retaining their core identity elements(Triberti et al., 2017; Messinger
We reveal the following findings: et al., 2019) such as gender and race.
A previous study(Van Looy et al., 2012) pointed out three distinct
● RQ1: Avatar customization as in real life, such as customizing based forms of avatar identification: similarity identification, embodied
on the influence of friends and events as well as changing hairstyles, identification, and wishful identification. Similarity identification is the
increases avatar identification. degree to which a player perceives that their avatar resembles them.
Embodied identification is the degree to which a player perceives as if
they are inside their characters when playing. Wishful identification is
the degree to which a player reflects their ideal self to their avatar.
Therefore, these identifications correspond to similarities to self in real
life (similarity), sharing degree of body and emotion (embodied), and
reflection degree of the ideal self (wishful).

2.2. Avatar communication

Avatar communication, a form of online communication, has many


features in common with offline communication. This might enable self-
disclosure and the receipt of social support more optimally than online
text and physical-world communication. Because people with virtual
bodies can display facial expressions and gestures in virtual spaces of
this communication system, the communication system realizes offline
like communication accompanied by the wealth of emotional nonverbal
Fig. 2. Pigg Party. Players can customize their own avatar; they visit rooms of expressions, copresence, real-time interaction, and proxemic behavior
friends or strangers to chat with them. through the Internet(Antonijevic, 2008; Green-Hamann et al., 2011;
Takano & Tsunoda, 2019; Yokotani & Takano, 2021) while maintaining
anonymity(Bente et al., 2008; Küster et al., 2015) (one of the online
communication features).
1
As of April 2021, it has over 1 million downloads in the Google Store (https: The anonymity of the Internet promotes self-disclosure regarding
//play.google.com/store/apps/details?id=jp.co.cyberagent.miami) and over negative experiences(Kang et al., 2016) (e.g., sexual abuse(Andalibi
90,000 ratings in the App Store (https://apps.apple.com/jp/app/id et al., 2016) and self-harm(Ashktorab et al., 2017; Wang et al., 2017))
966099615). because disclosing serious problems is often difficult owing to the fear of

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M. Takano and F. Taka Computers in Human Behavior Reports 6 (2022) 100176

rejection by listeners without anonymity(Omarzu, 2000; Andalibi et al.,


2016; Yokotani & Takano, 2021). Even in a virtual world, if realistic
avatar appearances facilitate the identification of players themselves,
then they hesitate to disclose themselves(Bailenson et al., 2006; Hooi &
Cho, 2014).
People frequently use nonverbal expressions during self-disclosure
and social support(Mehrabian, 1970; Manusov & Patterson, 2006;
Green-Hamann et al., 2011; O’Connor et al., 2015; Takano & Tsunoda,
2019; Collange & Guegan, 2020) because they facilitate emotional
communication(Mehrabian, 1970; Manusov & Patterson, 2006), which
is important in self-disclosure (e.g., disclosing negative emotions) and
emotional social support (e.g., empathy)(Mehrabian, 1970; Manusov &
Patterson, 2006; Choudhury & Sushovan, 2014; Takano & Tsunoda,
2019). Regarding self-disclosure and social support in communities,
members prefer nonverbal communication(Green-Hamann et al., 2011;
O’Connor et al., 2015). These features of avatar communication have
been observed to provide experiences similar to face-to-face communi­
cation in real life(Antonijevic, 2008).
Additionally, avatar communication is effective for the construction
of close relationships and communities(Green-Hamann et al., 2011;
O’Connor et al., 2015) because nonverbal communication such as facial
expressions and gestures increases the closeness and satisfaction of
communication(LaCrosse, 1975; Bente et al., 2008; Koyama et al., 2017;
Vlahovic et al., 2012). Close relationships facilitate good communica­
tion, including self-disclosure and social support in virtual worlds
(Jaidka et al., 2018; Takano & Tsunoda, 2019).

2.3. Summary

Avatar identification reinforced by avatar customization can affect


social behavior; avatar communication can facilitate better communi­
cation, including self-disclosure and social support. This suggests that
such communication can be improved by promoting avatar custom­
ization in avatar communication applications. On the other hand, it is
unknown the details of the relationships between avatar customization,
avatar identification, and communication behavior because of the
complexity of these relationships.
Additionally, the effect of avatar identification on actual communi­
cation behavior is yet to be elucidated. Thus, it is hard to depict the
entire picture because of many variables. In this paper, as a first step, we
focus on analyzing the local relationships to select relevant variables and
build a foundation for integrated understanding (avatar customization
effects on avatar identification (RQ1) and avatar identification effects on Fig. 3. Example of avatar customization screen.
communication (RQ2)) using actual communication and customizing
behavior data.
rewards of a game-event clear. As an overall trend, the initial parts are
ordinary (e.g., jeans), whereas additional parts are out of the ordinary
3. Materials and methods
(e.g., fantasy-style dresses and science-fiction-style suits).
They can synchronously communicate with each other in virtual
3.1. Avatar communication application
spaces. In addition to sending a text message, players can respond with
dozens of avatar animations known as avatar actions, as shown in Fig. 4.
The Pigg Party is a Japanese avatar communication application
(virtual community). Pigg Party players communicate with their own
designed avatars in virtual spaces (Fig. 2). The Pigg Party avatar art style
is fancy and not realistic. In terms of demographics, 61% of the players
are teenagers, and 65% of the players are female (Takano & Tsunoda,
2019).
Pigg Party players can represent their individuality by designing
their avatar faces, clothes, and accessories from an array of parts (Fig. 3).
They can customize the shapes of their face parts (eye, mouth, nose, lip,
facial contour, eyebrow, beard, front hair, and hair backside), color and
position of those face parts, make-up (lip color, eyeshadow color, cheek,
and cheek color), clothes (tops, bottoms, shoes, headwear, and others (e.
g., accessories and bags)).
Some parts of all categories are provided as initial parts. In addition,
players can use new parts (additional parts) for the categories of clothes, Fig. 4. Examples of avatar actions: laugh (left), sad (center), and angry (right).
hair, and make-up. Players get new parts through purchase or as the Pigg Party offers dozens of actions.

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M. Takano and F. Taka Computers in Human Behavior Reports 6 (2022) 100176

The Pigg Party offers three types of communication spaces: private, likelihood estimation of this scale. Cronbach’s α of similarity, embodied,
temporary, and public rooms. and wishful identification were 0.855, 0.836, and 0.800, respectively
(Table S2).
● Private room: Each player owns this type of room as private space.
Players can enter a private room in the following manner: 1) by 3.2.2. Self-expression
clicking the enter button shown in a room owner’s profile window,2 We used the scales of self-expression on the Internet (self-presenta­
or 2) by random entry, which is initiated by a random entry mode. tion and self-disclosure)(Fuji & Yoshida, 2009). We added a term “in the
The capacity of a room is 10 players. In private rooms, players tend to Pigg Party” to the questionnaire items. Typical question items of each
talk with a few friends (Takano & Tsunoda, 2019). factor were “In the Pigg Party, I can present myself differently” (self-­
● Temporary room: This type of room is an ad hoc space for any presentation), and “In the Pigg Party, I can disclose myself as my true
player, i.e., public space. Anyone can enter an arbitrary room on a self” (self-disclosure). The questionnaire items were created by
temporary room search page. The capacity of this room type is 10 extracting the top-3 factor loading items from the original items(Fuji &
players. Creating a room of this type by a player is to have a party in Yoshida, 2009).
their personal room in this application. In the party, a host player We conducted a confirmatory factor analysis using the maximum
welcomes various people, including strangers in the Pigg Party. This likelihood estimation of this scale. Cronbach’s α for self-presentation
type of rooms is closed 2 h after it is created. In contrast to private and self-disclosure were 0.838 and 0.843, respectively (Table S3).
rooms, players tend to talk with many strangers in temporary rooms
(Takano & Tsunoda, 2019). 3.2.3. Social relationships
● Public room: This room is offered as a public space accessible to all. We used the scales of social relationships on the Internet (group
The capacity of a room varies between rooms. The largest public belonging and relation expansion)(Fuji & Yoshida, 2009). We added a
room can have up to 20 players; the smallest public room can have up term “In the Pigg Party” to the questionnaire items. Typical question
to 5 players. In this study, we excluded this room type because public items of each factor were, “I feel that I belong in the Pigg Party” (group
rooms did not show obvious tendencies in communication among belonging) and “I can interact with various people in the Pigg Party”
players(Takano & Tsunoda, 2019). This is because this room type has (relation expansion). The questionnaire items were created by extract­
various roles, e.g., for beginners’ practices, large capacity rooms ing the top-3 factor loading items from the original items(Fuji & Yosh­
(named as city), small capacity rooms (named as cafe), and ida, 2009).
limited-time-only official events. Additionally, the number of players We conducted a confirmatory factor analysis using the maximum
who use this room type is less than one-tenth of that in private and likelihood estimation of this scale. Cronbach’s α of self-presentation and
temporary rooms(Takano & Tsunoda, 2019). self-disclosure were 0.874 and 0.820, respectively (Table S4).

3.2. Questionnaire data 3.2.4. Avatar customization reasons


We created the scale of avatar customization reasons in the Pigg
We conducted a Japanese online questionnaire survey with Pigg Party. The questionnaire items were designed based on which we ask
Party players (Apr 5 to 30, 2019) who allowed the authors to analyze Pigg Party staff why they think that the players customize their avatars.
their data for academic purposes. The participants of this survey were They understand the game’s design and players’ psyche well, in part
recruited in Pigg Party. The Pigg Party administrator announced the through user interviews(Takano & Mizuno, 2018). Thus, these items
questionnaire survey to all users and requested the survey with virtual seem to satisfactorily capture the typical reasons for avatar custom­
coins equivalent to 100 JPY. We excluded the most rapid 3% of partic­ ization. In these items, it was assumed that players customized their
ipants who completed their questionnaires in less than 1.98 min. avatar based on friends, new parts, events (e.g., seasons and Christmas
Consequently, we analyzed players (N = 9, 145) who answered the Day), and habits. We created two questionnaire items for each reason,
questionnaire completely. The frequencies of participants’ age and that is, this scale contains eight items. Typical question items were, “I
gender are shown in Table S1. All questionnaire items were based on think I am often influenced by other players’ avatar fashions” (friends),
five-point Likert-type scales. “I attempt to use the new part acquired” (new parts), “I change my av­
We used the scales of avatar identification(Van Looy et al., 2012), atar’s clothes to suit the season” (events), and “I sometimes customize
self-expression on the Internet(Fuji & Yoshida, 2009), social relation­ my avatar for no particular reason” (habits).
ships on the Internet(Fuji & Yoshida, 2009), avatar customization rea­ We acquired four factors by exploratory factor analysis for these
sons, and players’ demographic information (age (five-year age level) eight items using maximum likelihood estimation and Promax rotation,
and gender). where we selected the number of factors using the Bayesian information
criterion (BIC; comparative fit index (CFI)(Bentler, 1990): 1.000, root
3.2.1. Avatar identification mean square error of approximation (RMSEA)(Steiger, 1990): 0.015
We measured three types of avatar identification: similarity identi­ [0.002, 0.028], where square brackets indicate a 90% confidence in­
fication, embodied identification, and wishful identification(Van Looy terval). As hypothesized, these factors were interpreted as friends, new
et al., 2012). The questionnaire items for each avatar identification were parts, events, and habits (Table S5).
created by extracting the top-3 factor loading items from the original
scales(Van Looy et al., 2012). We modified the items in this scale by 3.3. Behavioral logs
replacing “in the game” with “in the Pigg Party.” Translation from
original items (English) to Japanese was conducted by the authors. 3.3.1. Log data prior to conducting questionnaire
Typical question items for each identification were “My avatar is similar We used the players’ logs of avatar customization, players’ profile
to me” (similarity), “In the Pigg Party, it is as if I became one with my edit, and usage time in the Pigg Party before the questionnaire to explain
avatar” (embodied), and “I would like to resemble my avatar more” avatar identification. This data period was from February 1, 2019, to
(wishful). April 3, 2019. The changing frequencies of the avatar parts are listed in
We conducted the confirmatory factor analysis by maximum Table S6. We conducted an exploratory factor analysis of the logarithm
of each avatar part change frequency using maximum likelihood esti­
mation and Promax rotation, where we selected the number of factors by
2
Another player’s profile window can be viewed if the player is an ac­ the BIC (CFI: 0.979, RMSEA: 0.055 [0.054, 0.056]). The logarithmic
quaintance or is in the same room. transformation was performed because those variables exhibit skewed

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M. Takano and F. Taka Computers in Human Behavior Reports 6 (2022) 100176

distributions. Consequently, we acquired eight factors (Table S7): Brett 1984, Baron and Kenny 1986.
clothes (shoes, tops, bottoms, other clothes, goods, and headware), hair In these analyses, we evaluated the total, direct, and indirect effects
(hair backside, front hair, hair color, eye color, and cheek), the facial of each factor according to a combination of GLMs, as necessary,
position (mouth position, nose position, eyebrow position, and eye po­ A total effect is a sum of effects that an explanatory variable has on
sition), make-up (lip color, eyeshadow color, and cheek color), face an objective variable (i.e., actual communication). The total effects of
outline (skin color, nose, facial contour, and option parts), beard (beard potential predictors are calculated in GLMs, where a focal layer of
color, beard, and beard position), shapes of face parts (eye and mouth), explanatory variables and control variables are input, but potential
and eyebrows (eyebrow color and eyebrow). mediators are not. A total effect, in turn, can be disassembled into a
We used the players’ profile edit frequencies because the profiles direct effect and some indirect effects.
reflected the player and avatar’s personalities, which are related to A direct effect is a unique effect that is not explained by potential
avatar identification(Crenshaw & Nardi, 2014; Kao & Fox Harrell, mediators. Direct effects are calculated in GLMs, where potential me­
2018). They were logarithmically transformed owing to their skewed diators are added to the above models. In these GLMs, the effects of
distributions. Players introduced themselves by their schools, jobs, potential mediators have on the actual communication are calculated at
preferences (movies, music, comics, and foods), and close friends’ names the same time.
in the virtual world to other players in their profiles. Several players An indirect effect is an effect an explanatory variable has on an
described their avatars’ personality in the virtual world, for example, objective variable through a mediator variable. Thus, an indirect effect
virtual family relationships in the Pigg Party. is calculated by multiplying the regression coefficient of a mediator with
We used the players’ usage time in the Pigg Party because it was an objective variable (calculated in the above GLMs) and the regression
previously reported that it increased avatar identification(Van Reij­ coefficient of an explanatory variable on the mediator (calculated in the
mersdal et al., 2013). It was logarithmically transformed due to the GLMs whose objective variables are mediators of the above GLMs).
skewed distribution by default, unless otherwise noted. Among these GLM analyses, players’ age, gender, and usage time
We acquired the avatars’ gender and age from the latest profile data. before the questionnaire survey were consistently included as control
Gender is not nullable (male/female) and determines the avatar body variables. The usage time was not logarithmically transformed in these
bases and useable avatar parts. On the other hand, age is nullable; age is analyses for converging the models. The explanatory variables,
null when players do not set their avatars’ birthday. excluding dummy variables, were standardized.
To obtain standard errors for the significance tests of the indirect
3.3.2. Log data after questionnaire is conducted effects, we used Aroian’s test(Aroian, 1947). Aroian’s test is an
We used the players’ usage time in each chat room type as commu­ improved version of the Sobel test(Sobel, 1982), widely used by popular
nication data after the questionnaire was conducted (May 1, 2019, to statistical software for testing indirect effects (The Sobel test is a
May 14, 2019) to evaluate the effects of avatar identification on actual first-order approximation and Aroian’s test is a second-order approxi­
communication behavior. We regarded the continuous posting of mes­ mation). These tests assume that the product of the coefficients of the
sages within 10 min as one session. The summation of the times of the two paths obey a normal distribution. This assumption is appropriate for
sessions is a usage time. Consequently, we acquired the usage time for a large sample (greater than 400)(Stone & Sobel, 1990).
each room type as conversation time.
Furthermore, we discussed the frequencies of avatar actions during 4. Results
chat room usage. Consequently, we acquired the avatar action fre­
quencies for each room type. 4.1. SEM

3.4. Statistical models Fig. 5 shows the summary of the SEM result. Tables 1–4 show the
details for the SEM result. The SEM fitted the data well (CFI: 0.983,
3.4.1. Structural equation modelling (SEM) RMSEA: 0.045 [0.043, 0.047]).
To integrate the understanding the relation between avatar cus­ In this section, we describe the results of the analysis for each of the
tomization, avatar identification, self-expression, and social relation­ layers in Fig. 5.
ships, we conducted an SEM to evaluate the association between these
variables (Fig. 1), which each have subordinate factors as mentioned 4.1.1. Avatar customization effects on avatar identification
above section, by controlling demographic information of players (age Table 1 shows the direct effects on the three types of avatar
groups (− 14, 15–19, 20–24, ⋯ ) and gender (male = 0, female = 1), and identifications.
logarithmically transformed usage time before the questionnaire survey.
This SEM did not include the actual communication data (conversation 4.1.1.1. Avatar customization reasons. The customization reasons for
time and gesture frequencies) as it showed very skewed distributions. friends and events were positively associated with all types of identifi­
Additionally, for avatar identification, we used dummy variables as the cations. That is, reasons for avatar customization as in real life (people
differences in demographic information between the players and their may tend to change their fashion styles owing to influences by friends
avatars, such as the same age level, higher age level of avatars than and seasonal events also in real life) indicated positive associations with
players, lower age level of avatars than players (age null is a reference), all types of identifications. The reason for the new parts, that is, wearing
and same gender (a player gender equal to their avatar gender = 1, out-of-the-ordinary clothes (e.g., fantasy-style dresses) indicated
otherwise 0). The explanatory variables, excluding the dummy variables different tendencies; this was negatively associated with similarity
and logarithmically transformed usage time, were standardized. identification and positively associated with wishful identification.

3.4.2. Generalized linear models (GLM) 4.1.1.2. Avatar customization behavior. As for all trends, the changes in
As shown in Fig. 1, hypothetical predictors of actual communication facial parts, such as face part position, face outline, shapes of face parts,
were avatar identification, self-expressions, and social relationships, and eyebrows, tended to be negatively associated with avatar identifi­
which have the same structure as the SEM model described above. In cation. These parts were difficult to change in real life. By contrast, hair
other words, avatar identification and self-expression variables might parts, which are often changed in real life, were positively associated
have indirect effects mediated by other explanatory variables besides with all identification.
direct effects. To illustrate these structured associations, we conducted Meanwhile, frequent changes in clothes were negatively associated
mediation analyses following citep Judd and Kenny 1981, James and

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M. Takano and F. Taka Computers in Human Behavior Reports 6 (2022) 100176

Fig. 5. Overview of the results of SEM. We only show paths which show statistically significant (p − value < 0.05). Additionally, we exclude control variables. Blue
arrows are the paths of positive coefficients. Red arrows are the paths of negative coefficients. Paths with the absolute values of coefficients above the threshold of 0.1
are shown with bold lines. See Tables 1–4 for the values of the coefficients of all paths.

with all identifications in the Pigg Party, although people routinely wishful identification indicated positive effects on self-presentation,
change their clothes in real life. This may be owing to the relationships self-disclosure, group belonging, and relation expansion. This identifi­
between players and avatars. For example, if players treat their avatars cation indicated only indirect positive effects on group belonging and
as dress-up dolls instead of themselves, then all types of avatar identi­ relation expansion mediated by self-presentation and self-disclosure.
fications might be low(Mancini et al., 2018). Such playing dress-up dolls In contrast to the embodied and wishful identifications, the simi­
might be associated with frequent changing avatar clothes. larity identification indicated negative effects on self-expression and
Profile editing indicated positive associations with the embodied and social relationships. Furthermore, it indicated direct and indirect nega­
wishful identifications, consistent with(Kao & Fox Harrell, 2018). tive effects on group belonging and relation expansion (the indirect ef­
fects were mediated by self-presentation and self-disclosure). These
4.1.1.3. Usage time. Usage time had positive effects on all avatar were statistically significant but weaker effects than those of other
identifications, which is consistent with the study reported in (Van identification effects.
Reijmersdal et al., 2013).
4.2. GLMs for actual communication
4.1.1.4. Age and gender of players and avatars. Older players tended to
exhibit higher similarity identification. By contrast, younger players In this section, we show the direct and indirect effects of avatar
tended to exhibit higher embodied and wishful identifications. Male identification, the direct and indirect effects of self-expression, and the
players exhibited higher identifications, particularly in similarity direct effects of social relationships on communication behavior (Fig. 1)
identification. using GLMs. We analyzed the conversation times and avatar action
Interestingly, setting the same age level was negatively associated frequencies in each type of room based on avatar identification, self-
with similarity identification; setting the same gender did not yield any expression, and social relationships.
significant coefficients. By contrast, setting the avatar’s age to higher
than that of the player indicated a positive association with all types of 4.2.1. Avatar communication
identifications. Tables 5 and 6 list the results of mediation analyses using GLMs for
conversation time in private and temporary rooms, respectively.
4.1.2. Avatar identification effects on self-expression and social In the following, we summarize the analysis results for each
relationships explanatory variables.
Tables 2–4 show the effects on self-expression and social relation­ The embodied identification indicated total positive effects on
ships, respectively. communication in both room types. This effect was mediated by self-
In the following, we summarize these two analysis results for each disclosure, group belonging, and relation expansion in private rooms,
explanatory variables. and self-presentation and relation expansion in temporary rooms.
Self-presentation and self-disclosure indicated positive associations The wishful identification indicated direct negative effects on
with group belonging and relation expansion, particularly in self- communication in private rooms, although its total effect did not indi­
disclosure. cate a significant effect due to competiting between this direct effect and
The effects of embodied identification on group belonging and the indirect effect via self-disclosure.
relation expansion were partially mediated by self-expression (Fig. 5). The similarity identification indicated a total negative effect on
Embodied identification indicated direct positive effects on self- communication only in temporary rooms. This effect was mediated by
presentation, self-disclosure, group belonging, and relation expansion. self-presentation and relation expansion.
Furthermore, it indicated indirect positive effects on group belonging The self-presentation indicated different tendencies in both room
and relation expansion mediated by self-presentation and self- types. It indicated a direct negative effect on communication in private
disclosure. The direct effects of embodied identification were more rooms, although its total effect did not indicate a significant effect. By
significant than those of similarity and wishful identifications, excluding contrast, that in temporary rooms indicated total and direct positive
the case of self-presentation. effects on communication.
The effects of wishful identification on group belonging and relation Furthermore, the self-disclosure indicated different tendencies be­
expansion were completely mediated by self-expression (Fig. 5). The tween both room types; that in the private rooms had a positive total

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M. Takano and F. Taka Computers in Human Behavior Reports 6 (2022) 100176

Table 1 Table 3
Effects of customization reasons, avatar parts, profile, usage time, and de­ Effect of three types of identification on group belonging through self-
mographic information on avatar identification in the SEM model (Fig. 5). presentation and self-disclosure in the SEM.
Standard errors are indicated in brackets. ***, **, and * indicate significant Explanatory variables Association type Coefficients
differences at p − value ≤ 0.001, 0.01, and 0.05, respectively (the symbols have
the same meaning in the following). Similarity Direct − 0.039 (0.008)***
Through self-presentation − 0.014 (0.002)***
Explanatory variables Objective variables (avatar identification) Through self-disclosure − 0.035 (0.006)***
Categories Variables Similarity Embodied Wishful Total − 0.088 (0.011)***
Customization Friends 0.084 0.170 0.147 Embodied Direct 0.230 (0.015)***
reasons (0.017)*** (0.014)*** (0.013)*** Through self-presentation 0.054 (0.007)***
New parts − 0.113 0.036 0.132 Through self-disclosure 0.201 (0.013)***
(0.026)*** (0.023) (0.022)***
Events 0.398 0.261 0.153 Total 0.486 (0.019)***
(0.028)*** (0.025)*** (0.022)*** Wishful Direct 0.002 (0.015)
Habits 0.019 0.049 0.028 Through self-presentation 0.056 (0.008)***
(0.037) (0.034) (0.030) Through self-disclosure 0.150 (0.012)***
Avatar parts Cloth − 0.063 − 0.092 − 0.059 Total 0.210(0.020)***
(0.022)** (0.019)*** (0.017)***
Hair 0.088 0.072 0.058 Self-presentation Direct 0.182 (0.022)***
(0.019)*** (0.016)*** (0.013)*** Self-disclosure Direct 0.592 (0.021)***
Face part − 0.059 − 0.057 − 0.022 Age Direct − 0.024 (0.003)***
position (0.020)** (0.017)*** (0.015) Gender Direct − 0.062 (0.016)***
Make-up 0.015 0.009 − 0.018
(0.020) (0.017) (0.014) Usage time Direct 0.093 (0.008)***
Face outline 0.000 0.000 − 0.055
Intercept Direct − 0.352 (0.048)***
(0.029) (0.024) (0.020)**
Beard − 0.023 − 0.014 − 0.011
(0.022) (0.018) (0.016)
Shapes of − 0.137 − 0.031 − 0.007 Table 4
face parts (0.024)*** (0.020) (0.018)
Effect of three types of identification on relation expansion through self-
Eyebrow − 0.055 − 0.024 0.014
presentation and self-disclosure in the SEM.
(0.020)** (0.016) (0.014)
Explanatory variables Association type Coefficients
Profile Profile 0.030 0.116 0.088
(0.029) (0.024)*** (0.021)*** Similarity Direct − 0.037(0.006)***
Through self-presentation − 0.015(0.002)***
Usage time Usage time 0.125 0.117 0.064
Through self-disclosure − 0.023(0.004)***
(0.023)*** (0.019)*** (0.018)***
Total − 0.076(0.008)***
Demographic Player’s Age 0.013 − 0.029 − 0.057
information (0.004)** (0.004)*** (0.003)*** Embodied Direct 0.142(0.011)***
Player’s − 0.254 − 0.124 − 0.069 Through self-presentation 0.061(0.006)***
Gender (0.031)*** (0.026)*** (0.023)** Through self-disclosure 0.132(0.009)***
Same age lv − 0.070 0.007 0.038
(0.024)** (0.021) (0.018)* Total 0.334(0.014)***
Higher age 0.102 0.113 0.086 Wishful Direct 0.001(0.012)
lv (0.039)** (0.033)*** (0.028)** Through self-presentation 0.063(0.006)***
Lower age lv − 0.048 0.038 0.044 Through self-disclosure 0.100(0.008)***
(0.046) (0.038) (0.034)
Same gender 0.039 − 0.016 − 0.000 Total 0.163(0.015)***
(0.039) (0.033) (0.029) Self-presentation Direct 0.203 (0.017)***
Intercept Intercept − 0.596 − 0.555 − 0.221 Self-disclosure Direct 0.389 (0.016)***
(0.122)*** (0.109)*** (0.094)* Age Direct − 0.022 (0.002)***
Gender Direct − 0.040 (0.012)**

Usage time Direct 0.066 (0.006)***


Table 2 Intercept Direct − 0.243 (0.037)***
Effects of avatar identification on self-presentation and self-disclosure.
Explanatory variables Self-presentation Self-disclosure
4.2.2. Avatar actions
Similarity − 0.076 (0.010)*** − 0.059 (0.010)***
Embodied 0.299 (0.017)*** 0.340 (0.018)***
As with the cases of conversation time, Tables 7 and 8 list the results
Wishful 0.308 (0.017)*** 0.257 (0.018)*** of mediation analyses using GLMs for avatar actions in private and
temporary rooms, respectively.
Age − 0.084 (0.003)*** − 0.084 (0.003)***
Gender − 0.096 (0.018)*** − 0.102 (0.019)*** In the following section, we summarize the analysis results for each
explanatory variable.
Usage time 0.087 (0.010)*** 0.124 (0.010)***
The embodied identification indicated total and direct positive ef­
Intercept 0.091 (0.058) − 0.271 (0.061)*** fects on avatar actions in private rooms. The total effect was weakened
by mediating self-presentation.
effect on communication. This effect was mediated by group belonging Wishful identification indicated total negative effects on avatar ac­
and relation expansion. By contrast, that in temporary rooms showed tions in private rooms, although its total effect did not indicate a sig­
only a positive effect through relation expansion. nificant effect. This effect was mediated by self-presentation.
Group belonging only indicated a total positive effect on communi­ The total and direct effects of similarity identification were not sig­
cation in private rooms. Meanwhile, relation expansion indicated total nificant in both room types.
positive effects on communication in both room types. Self-presentation indicated total and direct positive effects on avatar

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M. Takano and F. Taka Computers in Human Behavior Reports 6 (2022) 100176

Table 5 Table 6
Effects of avatar identification, self-expressions, social relationships, and control Effects of avatar identification, self-expressions, social relationships, and control
variables on conversation time in private rooms. R2s denote the GLM where all variables on conversation time in temporary rooms.
variables (mediator, control, and other explanatory variables) were input. These Explanatory variables Association type Coefficients
explanations can be applied in Tables. 6, 7, and 8.
Similarity Direct − 0.049 (0.044)
Explanatory variables Association type Coefficients Through self-presentation − 0.018 (0.008)*
Similarity Direct 0.034 (0.038) Through self-disclosure − 0.008 (0.006)
Through self-presentation − 0.010 (0.007) Through group belonging 0.005 (0.004)
Through self-disclosure − 0.023 (0.006)*** Through relation expansion − 0.018 (0.006)**
Through group belonging − 0.011 (0.004)* Total − 0.109 (0.043)*
Through relation expansion − 0.011 (0.005)*
Embodied Direct − 0.016 (0.074)
Total − 0.008 (0.038) Through self-presentation 0.071 (0.029)*
Embodied Direct 0.126 (0.065) Through self-disclosure 0.043 (0.031)
Through self-presentation − 0.040 (0.025) Through group belonging − 0.030 (0.023)
Through self-disclosure 0.128 (0.027)*** Through relation expansion 0.067 (0.019)***
Through group belonging 0.067 (0.021)** Total 0.150 (0.072)*
Through relation expansion 0.042 (0.017)*
Wishful Direct − 0.040 (0.070)
Total 0.284 (0.063)*** Through self-presentation 0.073 (0.029)*
Wishful Direct − 0.143 (0.061)* Through self-disclosure 0.032 (0.023)
Through self-presentation − 0.041 (0.026) Through group belonging − 0.000 (0.002)
Through self-disclosure 0.097 (0.021)*** Through relation expansion 0.000 (0.005)
Through group belonging 0.001 (0.004) Total 0.062 (0.069)
Through relation expansion 0.000 (0.003)
Self-presentation Direct 0.206 (0.095)*
Total − 0.034 (0.060) Through group belonging − 0.025 (0.019)
Self-presentation Direct − 0.202 (0.083)* Through relation expansion 0.100 (0.018)***
Through group belonging 0.055 (0.017)** Total 0.235 (0.094)*
Through relation expansion 0.062 (0.024)*
Self-disclosure Direct − 0.010 (0.096)
Total − 0.132 (0.082) Through group belonging − 0.079 (0.061)
Self-disclosure Direct 0.068 (0.084) Through relation expansion 0.191 (0.053)***
Through group belonging 0.177 (0.054)*** Total 0.125 (0.090)
Through relation expansion 0.119 (0.046)**
Group belonging Direct − 0.133 (0.103)
Total 0.375 (0.078)*** Relation expansion Direct 0.489 (0.135)***
Group belonging Direct 0.298 (0.090)*** Age Direct − 0.025 (0.014)***
Relation expansion Direct 0.305 (0.118)** Gender Direct − 0.280 (0.085)**
Age Direct 0.012 (0.012) Usage time Direct 0.713 (0.032)***
Gender Direct − 0.597 (0.075)***
Intercept Direct 9.952 (0.094)***
Usage time Direct 0.882 (0.028)***
2
McFadden R 0.079
Intercept Direct 9.384 (0.082)*** Nagelkerke R2 0.130
McFadden R2 0.113
Nagelkerke R2 0.192
avatar identification.
It is noteworthy that changing clothes, which can also easily change
actions in both room types, although the avatar actions extended the in real life, indicated negative associations with all types of avatar
players’ expression range. These effects were not mediated by social identifications. This may be because players who treat their avatars as
relationships. dress-up dolls instead of themselves decrease all types of avatar identi­
Self-disclosure, group belonging, and relation expansion did not fications(Mancini et al., 2018).
indicate significant effects on avatar actions in both room types. Customizing avatar parts that are difficult to change in real life, such
In summary, the analysis results show that communication in both as the face, indicated negative associations with all avatar identifica­
room types indicated similar tendencies, excluding that of embodied and tions. This appears to be because the avatar faces can reflect the players’
wishful identification. core identity. People prefer to reflect their core identity to their avatars
(Triberti et al., 2017; Messinger et al., 2019).
5. Discussion Meanwhile, setting a higher avatar age than players’ age was posi­
tively associated with avatar identification, although age was related to
5.1. Reinforcing factors of avatar identification (RQ1) core identity. Additionally, avatar identification did not depend on the
relationship between the player and the avatar’s gender. This may be
We discovered that the associations between avatar customization because the avatars can be represented by any age and gender, which are
and avatar identification depended on the relationship to real life. perceived as true by the players.
Players who customized their avatars because of avatar customization as Interestingly, the customization reason for acquiring the new parts
in real life, such as the influences of friends and events, showed high indicated was a negative association with similarity identification and a
avatar identifications for all types. Similarly, changing avatar parts such positive association with wishful identification. This phenomenon might
as hair parts, which can easily change in real life, were positively depend on the relationship between real life and virtual life. In other
associated with all types of avatar identifications. Players tend to prefer words, players’ avatars wearing new parts (out-of-the-ordinary clothes,
these customizations according to a previous study(Ducheneaut et al., e.g., fantasy-style dresses) moved away from themselves and were close
2009). The similarity of behavior relating to appearances between to their ideal self because players would not wear out-of-the-ordinary
players and their avatars may reinforce three types of avatar identifi­ clothes in real life.
cations. These suggest that avatar customization as in real life facilitates

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M. Takano and F. Taka Computers in Human Behavior Reports 6 (2022) 100176

Table 7 Table 8
Effects of avatar identification, self-expressions, social relationships, and control Effects of avatar identification, self-expressions, social relationships, and control
variables on avatar actions in private rooms. variables on avatar actions in temporary rooms.
Explanatory variables Association type Coefficients Explanatory variables Association type Coefficients

Similarity Direct − 0.003 (0.017) Similarity Direct − 0.008 (0.018)


Through self-presentation 0.008 (0.003)* Through self-presentation 0.008 (0.003)*
Through self-disclosure − 0.002 (0.002) Through self-disclosure − 0.003 (0.002)
Through group belonging − 0.003 (0.002) Through group belonging − 0.002 (0.002)
Through relation expansion 0.000 (0.002) Through relation expansion 0.000 (0.002)

Total 0.001 (0.017) Total − 0.007 (0.018)

Embodied Direct 0.115 (0.030)*** Embodied Direct 0.036 (0.031)


Through self-presentation − 0.031 (0.012)** Through self-presentation − 0.031 (0.012)*
Through self-disclosure 0.010 (0.012) Through self-disclosure 0.015 (0.013)
Through group belonging 0.016 (0.010) Through group belonging 0.012 (0.010)
Through relation expansion − 0.002 (0.008) Through relation expansion − 0.000 (0.008)

Total 0.110 (0.029)*** Total 0.033 (0.030)

Wishful Direct − 0.037 (0.029) Wishful Direct 0.035 (0.030)


Through self-presentation − 0.032 (0.012)** Through self-presentation − 0.032 (0.013)*
Through self-disclosure 0.007 (0.009) Through self-disclosure 0.011 (0.010)
Through group belonging 0.000 (0.001) Through group belonging 0.000 (0.001)
Through relation expansion − 0.000 (0.001) Through relation expansion − 0.000 (0.001)

Total − 0.062 (0.028)* Total 0.017 (0.029)

Self-presentation Direct − 0.110 (0.039)** Self-presentation Direct − 0.107 (0.041)**


Through group belonging 0.013 (0.008) Through group belonging 0.010 (0.008)
Through relation expansion − 0.002 (0.012) Through relation expansion − 0.000 (0.012)

Total − 0.103 (0.038)** Total − 0.104 (0.040)**

Self-disclosure Direct − 0.008 (0.039) Self-disclosure Direct 0.009 (0.041)


Through group belonging 0.042 (0.025) Through group belonging 0.031 (0.027)
Through relation expansion − 0.005 (0.022) Through relation expansion − 0.000 (0.024)

Total 0.029 (0.037) Total 0.043 (0.039)

Group belonging Direct 0.070 (0.043) Group belonging Direct 0.052 (0.046)
Relation expansion Direct − 0.012 (0.057) Relation expansion Direct 0.000 (0.061)

Age Direct 0.173 (0.006)*** Age Direct 0.212 (0.007)***


Gender Direct 0.160 (0.034)*** Gender Direct 0.110 (0.036)**

Conversation time Direct 1.757 (0.012)*** Conversation time Direct 1.888 (0.015)***

Intercept Direct − 2.269 (0.060)*** Intercept Direct − 3.120 (0.073)***


2 2
McFadden R 0.763 McFadden R 0.704
Nagelkerke R2 0.984 Nagelkerke R2 0.957

Profile editing was positively associated with avatar identification, rooms where players tended to communicate with a few friends(Takano
as in(Kao & Fox Harrell, 2018). This may be because players established & Tsunoda, 2019). They appeared to have established close relation­
their identities in a virtual world by representing their social settings ships and communities, similar to Second-Life(Green-Hamann et al.,
(Crenshaw & Nardi, 2014). 2011) and massively multiplayer online role-playing games
(MMO-RPGs)(O’Connor et al., 2015). Furthermore, this identification
was positively associated with communication mediated by
5.2. Effects of avatar identification on communication (RQ2) self-presentation and relation expansion in temporary rooms where
players tended to communicate with several strangers(Takano & Tsu­
We discovered the different associations between the three types of noda, 2019). These results suggest that players having high embodied
avatar identifications and communication behavior. identification would deepen their friendships with a few friends in pri­
The embodied identification indicated indirect positive effects on vate rooms and enjoy parties with strangers in temporary rooms.
group belonging and relation expansion partially mediated by self- The wishful identification indicated indirect positive effects on group
presentation and self-disclosure. This identification showed direct pos­ belonging and relation expansion completely mediated by self-
itive effects on self-presentation and self-disclosure. A previous study presentation and self-disclosure. This identification showed direct pos­
(Van Looy et al., 2012) reported that players with a higher avatar itive effects on self-presentation and self-disclosure. This suggests that
identification had higher group identifications, that is, they perceived players tended to think their wishful avatars as socializable, which is
that they belonged to their groups because the avatar identification consistent with previous studies(Bessière et al., 2007; Messinger et al.,
facilitated the self-recognition of their roles in virtual societies(Gab­ 2008; Ducheneaut et al., 2009). Players can express themselves using
biadini et al., 2014; Van Looy et al., 2012). Because the players were their wishful avatars. As a result, they may have good relationships.
immersed in a virtual world when they had a high embodied identifi­ By contrast, wishful identification was not positively associated with
cation(Kao & Fox Harrell, 2018), embodied identification might have conversation time in both room types; in particular, it indicated a direct
had large effects on social relationships. negative effect on conversation in private rooms. This implies that the
Players with higher embodied identification communicated more actual communication behavior of players with high wishful identifi­
frequently in different methods depending on the room type. Embodied cations differed from their sociality, which was reported by them.
identification was positively associated with communication mediated In contrast to the embodied and wishful identifications, similarity
by self-disclosure, group belonging, and relation expansion in private

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M. Takano and F. Taka Computers in Human Behavior Reports 6 (2022) 100176

identification was negatively associated with self-presentation, self- disclosure and social support(Takano & Tsunoda, 2019).
disclosure, group belonging, and relation expansion. Furthermore, this
identification was negatively associated or was not associated with 5.6. Limitations and future works
communication behavior. This may be to occur because a player who
uses an avatar mimicking their appearance hesitates to disclose them­ This study was conducted in the context of a specific avatar art style,
selves with fearing to be identified themselves(Bailenson et al., 2006; such as fancy avatars. Considering other avatar art styles such as realistic
Hooi & Cho, 2014), even if they use the deformed Pigg Party avatars. avatars would broaden the scope of our findings.
Nonverbal communication indicated a positive association only with We used a cross-sectional design to examine the association between
embodied identification, which was only effective in private room avatar customization, avatar identification, self-expression, social re­
communication. This was because players with high embodied identi­ lationships, and actual communication behavior. These associations
fication, who immersed strongly in the virtual world(Kao & Fox Harrell, suggests that there might be causality between them, however, there is
2018), might have experienced offline like communication, for example, only partial evidence. For more insights into our findings, an experi­
nonverbal communication correlated with closeness to communication mental study pertaining to the Pigg Party for manipulating avatar cus­
partners(Andersen et al., 2006; Tucker and Anders, 1998) such as tomization should be performed. Performing such an experimental study
communication partners in private rooms(Takano & Tsunoda, 2019). can help understand the causal relationships among the variables
clearly.
5.3. Role of avatar actions Conversation time was partially explained by avatar identification,
self-expressions, and social relationships (the statistical model for them
Avatar actions were negatively associated with self-presentation. showed small McFadden R2Cohen (2013)). A model with more explan­
This was because players who experience difficulty in communication atory power is required for verification.
might use avatar actions more frequently to convey their emotions and
intentions. Player interviews by the Pigg Party application provider 6. Conclusion
(Takano & Mizuno, 2018) indicated that a player tended to use avatar
actions when they could not easily explain their emotions and in­ We studied the effects of avatar identification on actual communi­
tentions. Additionally, a previous study(Takano & Tsunoda, 2019) re­ cation behavior on an avatar communication application that serves
ported that Pigg Party players tended to tell jokes to each other many users. Additionally, we analyzed how players reinforced their
accompanied by laughing when they delivered a difficult message avatar identification through avatar customization. Consequently, we
(self-disclosure of bullied experiences) as the action conveyed positive obtained answers to our two research questions: avatar customization,
feelings and facilitated self-disclosure(Ervin-Tripp & Martin, 2009). Our as in real life, reinforces avatar identifications (RQ1); and embodied
results can provide a quantitative evidence that players use avatar ac­ identification promotes actual communication behavior in different
tions to address difficulties in expressing their emotions and intentions. methods depending on whether communication spaces are public or
private (RQ2). Additionally, we determined the role of avatar actions
5.4. Roles of communication rooms and room types. Nonverbal actions of avatars are used for filling in
communication gaps because of the players’ low self-presentation. Pri­
The association between psychological factors such as self- vate spaces such as private rooms provide places for self-disclosure and
presentation, self-disclosure, group belonging, and relation expansion, close relationship construction. On the other hand, public spaces such as
which become more prominent by embodied/wishful identification, and temporary rooms provide places to enjoy making relationships.
communication behavior indicates how players used the two room types These findings connect the effect of avatar customization on avatar
in their communication. identification(Crenshaw & Nardi, 2014; Birk et al., 2016; Mancini et al.,
Self-disclosure, which mediated from avatar identification to group 2018; Kao & Fox Harrell, 2018) with the effectiveness of avatars on
belonging and relation expansion, was positively associated with communication, including self-disclosure and receiving social support
communication in private rooms. Meanwhile, self-presentation and (Antonijevic, 2008; Green-Hamann et al., 2011; O’Connor et al., 2015;
relation expansion were positively associated with communication in Takano & Tsunoda, 2019). Both tended to be discussed separately in
temporary rooms. previous studies. Based on these findings, we discuss how avatar
This result suggests the different roles of each room type. Players communication applications can provide close relationships and
who do not hesitate in self-disclosure and belong to the Pigg Party may self-disclosure places.
feel comfortable in private room communications. This result is Furthermore, our analysis of the detailed relationship between
consistent with a previous study pertaining to the Pigg Party(Takano & avatar customization and avatar identification can facilitate studies
Tsunoda, 2019), where players disclosed their bullied experiences and regarding the relationships between avatars and game immersion (Van
provided emotional social support in private rooms. Meanwhile, players Reijmersdal et al., 2013; Birk et al., 2016; Kao & Fox Harrell, 2018;
who excel at self-presentation and have many relationships enjoy tem­ Mancini et al., 2018; Messinger et al., 2019).
porary room communications.
Ethics
5.5. Facilitating close relationships and self-disclosure in a virtual world
We informed the purpose and use of this survey to participants. They
How can avatar communication applications provide a place where allowed the authors to analyze their data for academic purposes.
players feel a sense of belonging and can easily disclose their problems?
Our results suggest that embodied identification facilitates self- Author contributions
disclosure, group-belonging, and actual communication. To facilitate
embodied identification, it is desirable for applications to facilitate ● Masanori Takano: Conceptualization, Methodology, Formal analysis,
avatar customizations for reasons like those in real life, such as the in­ Writing - Original Draft, Supervision
fluence of friends and events, for example, selling avatar items for ● Fumiaki Taka: Investigation, Methodology, Writing - Review &
matching outfits with friends, and opening events where players feel Editing
tempted to dress according to the events (e.g., Halloween). We can
observe the effects of these campaigns by the frequency of communi­
cation in private rooms, where players occasionally provide self-

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M. Takano and F. Taka Computers in Human Behavior Reports 6 (2022) 100176

Declaration of competing interest Gabbiadini, A., Mari, S., Volpato, C., & Monaci, M. G. (2014). Identification processes in
online groups: Identity motives in the virtual realm of MMORPGs. Journal of Media
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Masanori Takano is an employee of CyberAgent, Inc. There are no Green-Hamann, S., Eichhorn, K. C., & Sherblom, J. C. (2011). An exploration of why
patents, products in development, or marketed products to declare. people participate in Second Life social support groups. Journal of Computer-Mediated
Fumiaki Taka was funded by CyberAgent, Inc. Communication, 16, 465–491.
Hooi, R., & Cho, H. (2014). Avatar-driven self-disclosure: The virtual me is the actual me.
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