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de Luna 1
Christian de LunaDeborah Fields
EDUC-552
Avatar, a term attributed to Hinduism regarding the descent
and incarnation of deities, in particular Vishnu. As early as the
1980s, the term began to take on a new meaning with the emergence
of cyberspace. As Boellstroff mentions in Coming of Age in Second Life
(2008), “with reference to cyber sociality, the term was probably
first used in the virtual worlds Habitat and Ultima IV in the
mid-1980s, as well as in Neal Stephenson’s 1993 science fiction
novel Snow Crash” (128). The term now has become applicable to any
human who descends into the cyber world and creates an
incarnation of himself. This paper will explore the concept of
avatars, online representations of real life individuals, to
exhibit what may be gained from implementing such entities in
educational environments.
1. Virtual Identities
In What Video Games have to Teach Us about Learning and Literacy (2003),
Gee discusses three identities tapped into and espoused in the
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creation of an avatar: the virtual identity, the real-world
identity, and the projective identity (49-51). One’s virtual
identity is defined by the in-game rules and designs implemented
by the game creators. Essentially, if one is playing the massive
multi-player online game (MMOG) World of Warcraft (WoW), one cannot
choose to be a Jedi knight as is possible in another MMOG Star
Wars: The Old Republic (SW:TOR) (though this may be possible through
aesthetic modifications at the very least). Within the parameters
of the game, players otherwise have nearly free reign to
represent themselves however they may choose. Whether they choose
to “create” themselves in a manner that is “similar” or vastly
different to their own appearance is at their own discretion. As
Lee and Hoadley mention in “Ugly in a World Where You Can Choose
to be Beautiful: Teaching and Learning About Diversity via
Virtual Worlds” (2006), “MMOGs provide a place where people can
create a brand new, second self – that is, one can construct a new
virtual identity and experience interactions and life walking in
the shoes of the persona of one’s choice” (384). This freedom of
choice allows players to express themselves in ways that would be
impossible to do so in real life.
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Depending on the game, one may customize one’s virtual
identity through a variety of different means including: race,
class, and gender, to name a few. Additionally, players may also
place themselves in roles that may be impossible for them to ever
experience in real life, making the virtual identity a
potentially valuable tool for understanding individual and other
perspectives. As Kolko mentions in “Representing Bodies in
Virtual Space: The Rhetoric of Avatar Design” (2006), “on-line
experiences provided participants with the chance to see how
others live and relate, get outside of the constraints of social
mores, and develop a sense of how different components of their
identity affected how they were treated in the face-to-face
world” (177). By placing players into virtual identities
unfamiliar to their own, players could potentially gain insight
into the societies and lives of others. The potential to
experience and learn first-hand the perspectives of others to any
degree could prove invaluable.
Also noteworthy about the notion of the virtual identity is
the anonymity it affords its users. As opposed to in real life,
preconceptions about In Life on the Screen (1995), Turkle relates the
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sentiments of a player of a MOO (Multi-User Dungeon, object
oriented): “It’s easier to change the way people perceive you,
because all they’ve got is what you show them. They don’t look at
your body and make assumptions. They don’t hear your accent and
make assumptions. All they see is your words” (185). In MMOGs,
Players are free to remake themselves in whatever ways they want
and are only inhibited by the game’s constraints, not by
constraints that can truly limit potential such as SES, race, or
disability. The benefits of this anonymity become even more
transparent when considered with the potential to investigate and
enhance one’s own personal identity or real-life identity as will
be discussed later.
2. Real-world Identity
The second identity Gee discusses is the one that often
comes to mind when considering the concept of identity, the real-
world identity. As opposed to virtual identities, real-world
identities derive, as their name implies, from the real world,
from the players playing the game. This term is almost all-
inclusive in relation to the player, encompassing gender, race,
occupations, religious beliefs, political affiliations—
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essentially anything that makes the players who they are. Hayes
relates the concept of real-world identity in her article
“Gendered Identities at Play: Case Studies of Two Women Playing
Morrowind”. In the article, Hayes describes the experiences of
two female graduate students playing Elder Scrolls: Morrowind. She
mentions how one of the women, Joanna, ultimately decided on
playing as a character that relied on interpersonal
communications skills while the other woman in the study,
Deirdre, adopted a persona that was stealthy and was well-versed
in potion making. The two women gravitated towards these
personalities as guided by their real life interests. Hayes
writes that “Joanna was immediately drawn to social interactions
within the game, which developed her character’s personality
skills” while Deirdre “discovered a love for making potions early
in the game and compared it to activities that she enjoyed in
real life [chemistry and cooking]” (Hayes, 2006, 35-6). From
this, one gathers that, in addition to assuming a virtual
identity, the player often imbues his own personal identity, his
real-world identity, into designing the avatar.
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What is different about one’s real-world identity and what
one brings into the game is that what is brought through the
screen is not ever a complete depiction of one’s true self. It is
impossible for one to truly represent all aspects of one’s life
in any (current) virtual world. More so, it is most likely that
one would not want to convey all aspect of one’s self into a
character that he can design at his own choosing. Boellstroff
relates this sentiment by recounting one resident’s thoughts on
the subject:
I always think that people behave a little differently in their online personas than for real, no matter what their intentions. I think that online activity is role-play in every sense, even those who aren’t roleplaying, because people just suppress certain aspects of their personalities and accentuate others. (2008, 119)
But in addition to excluding some qualities of one’s identity in
the creation of an avatar, virtual worlds allow players to spread
their personality across a number of personas. Turkle describes
how one MMO player called Gordon created three separate personas
that allowed for multiple representations of his persona: as a
flowery romantic, a self-confident and contained type, and a
flirtatious, experimental, sexually-open individual. Turkle then
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mentions that “each of his multiple personae has its independence
and integrity but Gordon also relates them all to ‘himself.’ In
this way, there is relationship among his different personae;
they are each an aspect of himself” (1995, 190). Essentially, in
online environments, players have the power to imbue themselves
into multiple virtual selves. The benefits of this will become
most apparent when discussing the concept of projective identity.
3. Projective Identity
As Gee defines it the projective identity entails projecting
“one’s values and desires onto the virtual character” and “seeing
the virtual character as one’s own project in the making, a
creature whom I imbue with a certain trajectory through time
defined by my aspirations for what I want that character to be
and become” (2003, 50). Essentially, the projective identity is
the transfer point between the virtual and real identities in
which the player and avatar influence each other’s development.
As Fields and Kafai highlight in “Navigating Life as an Avatar:
The Shifting Identities-in-Practice of a Girl Player in a Tween
Virtual World” (2009), there is “an opening to create an identity
from scratch, or at least to choose which aspects of one’s self
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will bleed into one’s virtual persona” (3). The player envisions
his avatar growing in a certain way, reaching an idealized form,
and takes whatever action necessary to achieve that goal.
To attempt to observe this concept, I surveyed a number of
MMOGamers and asked them about their experiences in avatar
creation. The responses varied in the degree to which players
actively felt that they projected any personal ideals onto their
characters, with the majority of the group primarily focusing on
elements of gameplay in their responses instead. Tracy, a high-
leveled WoW player with multiple characters at the level cap,
discussed how her preferred style of play for her main character,
a blood elf rogue, primarily influenced her character choice,
commenting that “I chose rogue over other classes because at the
time the specifics of it said that rogues could disappear, and i
was not a great gamer at the time and wanted a way to not die
every three seconds”. In terms of playing as her class, Tracy
mentions that “I wont go assassination or subtlety because i find
the rotations (moves) too difficult to execute. I am really
awesome at my combat spec though”. For Tracy, finding the
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gameplay style that suited her was the most important ideal that
she sought to transfer to her avatar.
Ka kui, another high-level WoW player, discussed how
preferred roles (in his case DPS, or Damage-Per-Second) and
fundamental class traits primarily decided his character type, a
gnome mage. He mentions that this distinction crosses through
most of his gameplay saying that:
All of my characters are essentially DPS roles and specifically, magic DPS characters. I think it represents two things for me: first, that I really enjoy the fast-pacedcombat side of things and like to go on the offense rather than supporting or defending a group; second, that I am always intrigued my magic within video games because it is not something that can be done in real-life.
Though there is a degree of personal projection in his avatar
design in terms of game utility, Ka kui does mention that beyond
that, there is not much more of a personal connection. He states
that “I view my character as a tool for fun rather than as a
reflection of myself, and I view development in terms of levels
and not character personality”.
Some of the other MMOGamers surveyed responded more on the side of character development in addition to aspects of game utility (though not to the extent expressed by the previous respondents). Nikila, a player of The Lord of the Rings Online (LOTRO)
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mentioned that her choice in character was a reflection of herself. She wrote that:
I personally identify with the Hobbit race more so than the powerful / regal races of Elf, Man, and Dwarf, because it’s underestimated and no one expects much from Hobbits, but they can surprise people…To tie in with my previous point, Iwanted to give my Hobbit the most unexpected class for its race–Guardian.
For Nikila, playing as a race that reflects her own personal
sentiments was paramount in her avatar design. Choosing a class
that was unconventional supplemented the unconventional identity
she hoped to project upon her character.
David, a SW:TOR player, responded at length in regards to
how he saw his avatar and how he desired him to develop. He
recalled how “the character I wanted was someone raised in "evil"
circumstances but who is, himself, morally good (sort of a cross
between chaotic good and lawful evil in D&D alignment schemes)”.
David then commented on how he puts this ideal into practice,
mentioning that:
I put many points into skills and spells that would allow meto do large amounts of damage to a large amount of enemies simultaneously since I thought my character would be one to rain destruction in the name of both evil and good. Interestingly enough, an instanced event introduced me to the joys and benefits of being a healer type character and Iswitched my specs accordingly. In fact this role seems to
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fit better with my bad-guy-turned-good character. I really enjoy playing the role I selected for my character and I wouldn't change his personality/play style.
In addition to game components complementing David’s preferred
gameplay style, he also saw such changes as reinforcing his
projective identity. Such alignment of game play and identity
development should be an ideal to strive towards in avatar
systems in both educational and entertainment games.
When asked if he feels that he behaves any differently when
playing as his character, David responded that “I try to keep my
in-game character close enough to my real character so that I can
get more involved in the story/more easily transpose my
personality into the character/‘live my character's life’”. For
David, his character is an extension of himself and to enjoy the
playing experience, playing close to his own personal identity is
important. David then describes how he does not see playing as a
virtual identity as different from playing as himself. He wrote:
I usually think that my characters are a dramatized version of one or more aspects of myself. I also try to RP my character in a way that would bring about the aspects of myself that I believe I have. As such, they can't really change the way I perceive myself since they already are manifestations of my character.
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Similar to Gordon, David sees his avatars as extensions of
himself, the real-world identity projected upon the virtual.
4. Methodological Complications
Though the surveys yielded some insight into how players
projected their ideals onto their characters, flaws in
methodology may have precluded more in-depth responses on
personal investment in characters—the main focus of the survey.
In a future survey, one could implement scaled questions to
comparatively gauge personality and to interpret those scores
against the written responses. Perhaps an inventory test of how
individuals felt they ranked in certain personal attributes
(i.e., aggressiveness, compassion, loyalty, etc.) may help reveal
if aspects of a player’s personality are indeed being projected
onto their characters unknowingly. From this, one could
potentially be able to predict the type of class (DPS, Tank,
Healer, Support) a player would choose when playing a game. Such
a rubric could prove useful in the development of educational
game environments.
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Additionally, the gameplay experience of players may have
played a role in determining responses. For those who played
extensively, responses may be more in terms of gameplay elements
as opposed to personal projection as was observed in the survey.
Intensity of gameplay may need to be further investigated in the
design of educational games in order to ensure that students are
able to learn the intended lessons without becoming over-focused
on playing the game—a prevalent challenge in educational game
development.
Lastly, designing the survey to more explicitly ask players
about what ideals they have projected onto their characters and
how they would like to see their character develop could help
illuminate notions of projective identity. The survey given did
not ask about what players sought from their characters which may
reveal more aspects of personal investment. Then again, the
possibility that some players do not put any investment into
character and only play for the sake of play is a real
possibility and is most likely true for a great proportion of
game players.
5. Possible Selves
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With the previous overview of identity types, we can now
move on to how identities may help benefit educational
environments. The notion of the possible self, proposed by Markus
and Nurius in “Possible Selves” (1986), relates to the notion of
projective identity in terms of how the individual conceives of
their potential possibilities in life. According to Markus and
Nurius, possible selves are “how individuals think about their
potential and about their future. Possible selves are the ideal
selves that we would very much like to become. They are also the
selves we could become, and the selves we are afraid of becoming”
(1986, 954). Essentially, they are identities one has had, one
currently has, and what one could potentially have in the future.
They may be beneficial or they may be detrimental; nevertheless,
they all inform who a person is and how they may react in
situations.
The aspect of the possible self most relevant to educational
games research arguably manifests itself in the creation of
future selves. In the mind of a student, the future possible self
only exists as something to aspire towards that is hard to
actively cultivate and see oneself actually moving towards. In
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terms of the cultivation of a virtual identity’s possible self,
the turn-around time from action to achievement is notably
faster, especially when compared to the real-life identity. An
avatar can quickly go from an unskilled mage to an accomplished
and skilled wielder of fire, ice, and arcane magic in a matter of
days, whereas the player playing him may take decades before he
actually begins to start developing usable skills. Obviously, the
content learned in video games is arguably not on the same scale
as content learned real life; however, the potential to breach
that gap is a subject of note for educational game designers.
Gee discusses the notion of projective identities in the
classroom (a virtual environment) in regards to science training.
He mentions how students craft their virtual identity of
“scientist” by engaging in labs and other science activities.
Students may attempt to craft their virtual scientists to hone
certain characteristics in the work environment such as
resilience, cooperation, and ingenuity. “They want their
scientist to become this sort of person, whether or not they are
themselves anything like this in their ‘everyday’ lives” (Gee,
2003, 62). Through this experience, Gee theorizes that students
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may eventually earn those traits and skills themselves, writing
that “learners in a good science classroom come to feel what it
is like to have the capacity to actually be the sort of scientist
(and person) they have wanted and build their ‘character’ in the
classroom to be” (Gee, 2003, 63). The possible self envisioned by
the student becomes manifest as the student projects his ideals
onto a virtual identity. With this, it becomes possible for one
to begin to conceptualize how educational games may utilize this
same notion to allow players to imagine themselves as
astronomers, biologists, mathematicians, historians, writers,
etc. through virtual avatars.
Additionally, the value of experimentation and the leniency
in failure found in video games allows for an ideal environment
in which students may explore many possible selves. As Lee and
Hoadley mention in “Leveraging Identity to Make Learning Fun”
(2007), “Avatar creation is a fruitful opportunity for learning,
particularly for adolescents who may wish to enact and test
possible selves at a time in their lives when their own
identities are changing” (2). The safety afforded in such a
relatively risk-free environment would allow students to explore
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whether or not certain careers or subjects of study could be a
good fit for them. In a sense, the projective identity made
possible through video games can act as a trial possible self. If
a student can see early on that he does not enjoy the subject of
study (or in the case of a game, the class of his character), he
can make a quick change to another persona with little
consequence involved.
This notion was exhibited in the survey responses provided
by two respondents. James, a SW:TOR player mentioned how he tried
playing as a type of character class that he would not normally
play as. He wrote, “while I tend to play morally ambivalent
characters supporting the group rather than taking a direct role,
I picked a class (Bounty Hunter) that encouraged taking the lead
in aggression and a race of savage warriors (Rattataki) that were
more concerned with demonstrating strength than anything”. Upon
further playing the game, he quickly discovered that he did not
enjoy the role saying “there's a certain visceral thrill in
employing the most massively destructive tools in my arsenal, but
the routine of running up to enemies and beating them senseless
is getting monotonous”. James was interested in trying out a new
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persona and even though he lost time playing as the character,
the consequences were not dire. In the future, he will most
likely avoid playing aggressor roles and will stick with what he
thinks fit his play style best.
6. Conclusion
Hopefully this article has illustrated some of the potential
gains that can be achieved through the development of avatar-
based games and technologies for classrooms. Avatars on occasion
allow for players to begin understanding perspectives that they
may never have had the opportunity or ability to experience. They
allow players to safely construct alternate identities so they
may observe whether or not an identity suits them or not. What is
interesting to note from this discussion is that gains from
identity play have often been considered one way from real-world
to virtual. However, the proposal of such game technologies that
allow players to learn skills from their on-screen identities and
to determine if such an identity is fitting for them stands to
redefine how society considers identity.
The notion of online anonymity has long been a hallmark of
cyberspace. That notion may stand to change in the coming years
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as avatars may become more integrated in one’s “real-world”
presence. Turkle discusses how “players sometimes talk about
their real selves as a composite of their characters and
sometimes talk about their screen personae as means for working
on their RL selves” (1995, 192). And as Kolko mentions “teachers
and students alike came to realize that the body does not
disappear in cyberspace, and that the on-line interactions of a
mediated body have consequences in the mundane world of the
classroom” (2006, 177). A time may be coming when one’s formerly
anonymous avatar becomes simply an extension of one’s real-world
self. The benefits and consequences of this remain to be wholly
seen, but for now, the gains for education do have promise.
Works Cited
Boellstraff, T. (2008). Coming of Age in Second Life: An Anthropologist Explores the Virtually
Human. Princeton: Princeton University Press.
Fields, D. & Kafai, Y. (2009). Navigating Life as an Avatar: The Shifting Identities-in-Practice of a Girl
Player in a Tween Virtual World.
Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. New York:
Palgrave Macmillan.
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Kolko, B. E. (2006). Representing Bodies in Virtual Space: The Rhetoric of Avatar Design. The
Information Society: An International Journal. 15. 3. Retrieved from
http://www.tandfonline.com/doi/pdf/10.1080/019722499128484.
Lee, J. J. & Hoadley, C. M. (2006). Online Identity as a Leveraging Point for Learning in Massively
Multiplayer Online Role Playing Games (MMORPGs). Proceeding of the Sixth International Conference on Advanced Learning Technologies. Retrieved from http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=1652553.
Lee, J. J., Hoadley, C. M. (2006). Ugly in a World Where You Can Choose to be Beautiful”:
Teaching and Learning About Diversity via Virtual Worlds. Retrieved from http://www.tophe.net/papers/Lee-Hoadley-ICLS06.pdf.
Lee, J. J. & Hoadley, C. M (2007). Leveraging Identity to Make Learning Fun:
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Markus, H. & Nurius, P. (1986). Possible Selves. American Psychologist. 41.9. Retrieved from
http://www.scipie.net/docs/2009/8_Markus_Nurius_AP_1986.pdf.
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Hayes, E. (2007). Gendered Identities at Play: Case Studies of Two Women Playing Morrowind. Games
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