VISUAL AVATAR IDENTIFICATION ON ONLINE GAME PLAYERS

Bunga Fefiana Mustikasari, Nuril Kusuma Wardani, Rachma Yulia Nisa

Abstract


There are many game system features in an online game and one of them is the avatar system. Avatar here is a system in the game, that gives player on the game an opportunity to dress up visual of their character according to what they want. Avatar has various types and forms that can be choose. This research aims to learn what kind of visual design avatar is preferred by online game players, which will provide an overview for game designers to create avatars in the game. This study uses a virtual ethnographic method that is connected with dramaturgical theory, how a person plays a role in the world of online games by using this avatar system. The results showed that avatars with style that match in real life are still more in demand than avatars with shapes that tend to be unique. Even though sometimes game players play different roles in the game world, they still tend to dress up their characters with visuals that match their style in real life in terms of avatar.


Full Text:

PDF

References


You, S., Kim, E., & Lee, D. (2017). Virtually Real: Exploring Avatar Identification in Game Addiction Among Massively Multiplayer Online Role-Playing Games (MMORPG) Players. Games and Culture, 12(1), 56-71.

Atkinson, P., & Hammersley, M. (2007). Ethnography Principles in Practice. London: Routledge.

Carter, M., Gibbs, M., & Arnold, M. (2012). Avatars, characters, players and users: multiple identities at/in play. Proceedings of the 24th Australian Computer-Human Interaction Conference (pp. 68–71). Melbourne: ACM.

Creswell, J. W. (2018). Qualitative Inquiry and Research Design Choosing Among Five Approaches 4th Edition. London: SAGE Publications.

Donovon, M., & Cokki. (2022). PENGARUH KEMENARIKAN AVATAR, KUSTOMISASI AVATAR TERHADAP LOYALITAS PEMAIN MELALUI IDENTIFIKASI AVATAR DAN ALIRAN. Jurnal Manajerial dan Kewirausahaan, 444-453.

Emzir. (2017). Metode Penelitian Pendidikan : Kuantitatif dan Kualitatif. Jakarta: Rajawali.

Kristanto, D. (2018). The Impact of Game Avatar Customization in Improving User Experience and Gamer Loyalty: Experiment in Role Playing Game (RPG) Based Video Game. THE INTERNATIONAL JOURNAL OF APPLIED BUSINESS, 86-106.

Miriam Destianti, D., & Irwansyah. (2020). Game User Experience: Motivasi dalam Membeli Barang Virtual Pada Game. Inter Komunika, 14-30.

Morgan, H., O’Donovan, A., Almeida, R., Lin, A., & Perry, Y. (2020). The role of the avatar in gaming for trans and gender diverse young people. International Journal of Environmental Research and Public Health, 1-11.

Mulyana, D. (2003). Ilmu Komunikasi : Suatu Pengantar. Bandung: PT. Remaja Rosda Karya.

Mustikasari, B. F., & Wardani, N. (2023). The Effect of Online Game Features on Player Behaviour. KnE Social Sciences 8(15), 230–237.

Spradley, J. P. (2006). Metode Etnografi. Yogyakarta: Tiara Wacana.

Widodo, B. (2010). Teori dan Implementasinya. Yogyakarta: Andi.




DOI: http://dx.doi.org/10.17977/um037v9i12024p77-87

Refbacks

  • There are currently no refbacks.


Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.