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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
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M. Takano and F. Taka Computers in Human Behavior Reports 6 (2022) 100176
2.3. Summary
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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).
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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)**
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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
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)
Conversation time Direct 1.757 (0.012)*** Conversation time Direct 1.888 (0.015)***
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
9
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-
10
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
Psychology, 26, 141–152.
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.
Computers in Human Behavior, 39, 20–28.
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