Scarcella, R.C. (1996). Secondary education and second language research: ESL students in <strong>the</strong> 1990’s. The CATESOL Journal, 9, 129–152. 77
User Experiences with Avatar Customization in Second Life and Lord <strong>of</strong> <strong>the</strong> Rings Online Selen Turkay, <strong>Teachers</strong> <strong>College</strong>, Columbia University, 525W 120 th St, New York, NY, 10027 Email: st2282@columbia.edu Abstract: This paper will present an exploratory study on users’ experiences with avatar customization tools in two different virtual worlds: a social virtual world, Second Life and a massively multiplayer online role playing game (MMORPG), Lord <strong>of</strong> <strong>the</strong> Rings Online (LotRO). Preliminary findings highlight fundamental differences in participants’ engagement in avatar creation and experience with <strong>the</strong> tools. Introduction The word “avatar” has become very common in daily life thanks to an increasing number <strong>of</strong> virtual worlds (Kzero, 2011), and various consumer media, including James Cameron’s film Avatar. In virtual worlds, an avatar is <strong>the</strong> graphical representation <strong>of</strong> <strong>the</strong> user. Avatars’ visual and behavioral characteristics depend on <strong>the</strong> <strong>the</strong>me and technical aspects <strong>of</strong> a virtual world. For example, Linden Lab chose “Your World. Your Imagination” motto for Second Life (SL) allowing its users to customize <strong>the</strong>ir avatars to a great extent. SL provides over 150 unique sliders for users to customize <strong>the</strong>ir avatar appearance (Linden Lab, 2008). Creating avatars can be considered a form <strong>of</strong> art in SL but it may be challenging to design a desired avatar for a novice user with <strong>the</strong>se sliders. This is similar to <strong>the</strong> experience in <strong>the</strong> Metaverse, which <strong>the</strong> idea <strong>of</strong> SL is based on, as described in Snow Crash (Stephenson, 1992). O<strong>the</strong>r virtual worlds provide users with different choices. For example, <strong>the</strong> Lord <strong>of</strong> <strong>the</strong> Rings Online is Tolkein’s Lord <strong>of</strong> <strong>the</strong> Rings books. In this game, players can choose among four races (humans, elf, hobbit and dwarf) and nine classes. Each race and class has different characteristics both in appearance and as abilities. When users customize <strong>the</strong>ir avatar appearance, <strong>the</strong>y scroll through preset options for head shape, eye shape, hair style, mouth, nose and so on and have a wide range <strong>of</strong> choice for colors (such as eye color, skin color and hair color). They can also adjust weight and build. Study Previous studies showed that customizing avatars can effect users’ enjoyment, and using customized avatars may increase learning and engagement in a virtual world (Bailey, Wise & Bolls, 2009; Turkay, 2011). However, if we are to study <strong>the</strong> relation between <strong>the</strong> extent <strong>of</strong> avatar customization and user relations with <strong>the</strong>ir avatars, we have to take available technology and tools into consideration. For this purpose, we designed a study with two different virtual worlds: a social virtual world, SL, and a massively multiplayer online roleplaying game (MMORPG), Lord <strong>of</strong> <strong>the</strong> Rings Online (LotRO). Thirty-two participants (female=17, male=15) were asked to create a SL avatar as part <strong>of</strong> <strong>the</strong>ir assignment in a graduate level class. Forty participants (female=21, male=19) were asked to create an avatar by using LotRO avatar creation tools. In both conditions, participants were aware that <strong>the</strong>y would be represented in <strong>the</strong> virtual world by <strong>the</strong> avatar over multiple play sessions. After avatar customization, participants were asked to fill out a 5-point Likert scale survey about <strong>the</strong>ir avatar customization experience (O’Brian & Toms, 2009). Open-ended questions asked why participants customized <strong>the</strong>ir avatars <strong>the</strong> way <strong>the</strong>y did, and <strong>the</strong> reasons for <strong>the</strong>ir naming choice. Results Preliminary results show that <strong>the</strong>re are significant differences between users’ engagement in customizing <strong>the</strong>ir avatars in LotRO and SL. In general, LotRO players were engaged in <strong>the</strong>ir avatar customization process significantly more than SL users were (p
- Page 1 and 2:
Proceedings of the Fourth Annual Te
- Page 3 and 4:
Table of Contents Math Strategies i
- Page 5 and 6:
Harnessing the Power of Emotionally
- Page 7 and 8:
Think Facts introduces four charact
- Page 9 and 10:
Guidelines for an Online Networking
- Page 11 and 12:
Mode S = Synchronous A=Asynchronous
- Page 13 and 14:
Investigating Potential Factors to
- Page 15 and 16:
Investigating the Effects of Choice
- Page 17 and 18:
Videogames in Institutional Practic
- Page 19 and 20:
Youth in the Digital Age: Digital M
- Page 21 and 22:
Augmenting The Arrival: Students’
- Page 23 and 24:
Connected to Word Problems: Improvi
- Page 25 and 26:
ased approach. Future research may
- Page 27 and 28:
MOOCs, Open Education, and Implicat
- Page 29 and 30:
Promoting Healthy Eating Habits Thr
- Page 31 and 32: Figure 2: Monster Appetite in actio
- Page 33 and 34: This year, the first participant gr
- Page 35 and 36: Figure 2: The Aesthetigraph represe
- Page 37 and 38: Digital Modeling Artifacts as Geome
- Page 39 and 40: Using Weblogs to Increase Language
- Page 41 and 42: Total 3 Advanced Performance Level
- Page 43 and 44: “Media Literacy in Action: Using
- Page 45 and 46: Learning Science Systems with Graph
- Page 47 and 48: Liu, L., & Hmelo-Silver, C. E. (200
- Page 49 and 50: Applying Physics to the Real World:
- Page 51 and 52: Credibility of Culturally Situated
- Page 53 and 54: notion that similarity with the use
- Page 55 and 56: Duncan, H., Tan, J. (2012). A Visua
- Page 57 and 58: Online Learning Environments in Hig
- Page 59 and 60: Exploration of concepts to facilita
- Page 61 and 62: Exploring the Intersection of Forma
- Page 63 and 64: Barab, S. & Squire, K. (2004). Desi
- Page 65 and 66: information and the world according
- Page 67 and 68: #phdchat: a community of practice o
- Page 69 and 70: A Difficult Balance: Regulating Cyb
- Page 71 and 72: References Bethel School District v
- Page 73 and 74: that children’s photographs were
- Page 75 and 76: A variety of data sources were coll
- Page 77 and 78: control and mastery increased in vi
- Page 79 and 80: Design of computer assisted tools f
- Page 81: Figure 2: Interactive functions of
- Page 85 and 86: Design Patterns for Promoting Self-
- Page 87 and 88: Cooperative Inquiry in Designing Te
- Page 89 and 90: Implications Our work with CI exten
- Page 91 and 92: References Allen, E., & Seaman, J.