University of Twente Student Theses
Exploring Avatar Customization in Virtual Environments : The Influence of Narratives on Avatar Customization
Weegink, Zeb (2024) Exploring Avatar Customization in Virtual Environments : The Influence of Narratives on Avatar Customization.
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Abstract: | In a modern and rapidly developing society, video games are a good example of a form of media that has come to play an emphatic role in everyday life. Video games are developing rapidly and in some areas are already more than just entertainment, for example, video games that are used for education. A big role in video games is the avatars you play or interact with, in many games these avatars are customisable. One important factor in this process of customisation, are the narratives that a game conveys to its users. This thesis investigates the influence sexist narratives have on avatar customisation, focusing on how a narrative influences design choices for an avatar and perceptions about gender stereotypes. Using both quantitative and qualitative research methods, this thesis discusses avatars created based on two different narratives, sexist and neutral. The results suggest that a sexist narrative leads to the development of avatars that are more consistent with gender stereotypes about women, compared to avatars based on the neutral narrative. This research highlights the relevance of developing inclusive and balanced narratives for video games. |
Item Type: | Essay (Bachelor) |
Faculty: | BMS: Behavioural, Management and Social Sciences |
Subject: | 77 psychology |
Programme: | Psychology BSc (56604) |
Link to this item: | https://purl.utwente.nl/essays/102570 |
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