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It is me, but Not Me: Self-representation as an Avatar in VRChat

Leighton Evans Orcid Logo, Yueyao Hu

Virtual Reality Gaming: Perspectives on Immersion, Embodiment and Presence, Pages: 75 - 87

Swansea University Author: Leighton Evans Orcid Logo

Abstract

VR games like VRChat offer players the opportunity to construct avatarsmirroring their real-world identity, encompassing various facets includingmakeup, fashion style, body proportions and skin tone. This chapter exploreshow the real-life identity of players and the persona crafted within VRChat are...

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Published in: Virtual Reality Gaming: Perspectives on Immersion, Embodiment and Presence
ISBN: 9781835493779
Published: Emerald 2025
URI: https://cronfa.swan.ac.uk/Record/cronfa69210
first_indexed 2025-04-02T13:01:35Z
last_indexed 2025-05-30T06:09:24Z
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recordtype SURis
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spelling 2025-05-29T14:28:40.0181296 v2 69210 2025-04-02 It is me, but Not Me: Self-representation as an Avatar in VRChat cc05810f3465ddddd6814e131f4e9a79 0000-0002-6875-6301 Leighton Evans Leighton Evans true false 2025-04-02 CACS VR games like VRChat offer players the opportunity to construct avatarsmirroring their real-world identity, encompassing various facets includingmakeup, fashion style, body proportions and skin tone. This chapter exploreshow the real-life identity of players and the persona crafted within VRChat arerelated to one another and to what extent the avatar relates to self-perception.Avatar appearance can significantly affect how individuals interact with othersin virtual environments. Appearance can also affect the degree to which theplayer can use the digital space for self-expression. Expressing self-identitythrough avatar design is therefore critical in establishing embodiment andpresence in VR environments. Avatar design influences how individuals formsocial connections, build relationships and collaborate online, increasinglyimportant in VR games like VRChat. Utilising Goffman’s theory ofself-presentation, this chapter draws on interviewdata from20VRChat users tounderstand the motivations and influences affecting avatar design. Thesechoices are assessed in the context of creating an embodied actor in VR. Theinterview findings emphasise the role of avatar customisation in manifestingusers’ ideas of their authentic selves in the virtual realm. Supported by surveydata, the insights highlight users’ motivations based on personality traits,interests, social and personal identities, and cultural aesthetics derived fromreal-life experiences. This chapter underscores the complex interplay betweenreal and virtual identities, highlighting the significant influence of cultural andsocial foundations on identity manifestation within VR environments. Book chapter Virtual Reality Gaming: Perspectives on Immersion, Embodiment and Presence 75 87 Emerald 9781835493779 21 2 2025 2025-02-21 COLLEGE NANME Culture and Communications School COLLEGE CODE CACS Swansea University 2025-05-29T14:28:40.0181296 2025-04-02T13:57:24.4327194 Faculty of Humanities and Social Sciences School of Culture and Communication - Media, Communications, Journalism and PR Leighton Evans 0000-0002-6875-6301 1 Yueyao Hu 2
title It is me, but Not Me: Self-representation as an Avatar in VRChat
spellingShingle It is me, but Not Me: Self-representation as an Avatar in VRChat
Leighton Evans
title_short It is me, but Not Me: Self-representation as an Avatar in VRChat
title_full It is me, but Not Me: Self-representation as an Avatar in VRChat
title_fullStr It is me, but Not Me: Self-representation as an Avatar in VRChat
title_full_unstemmed It is me, but Not Me: Self-representation as an Avatar in VRChat
title_sort It is me, but Not Me: Self-representation as an Avatar in VRChat
author_id_str_mv cc05810f3465ddddd6814e131f4e9a79
author_id_fullname_str_mv cc05810f3465ddddd6814e131f4e9a79_***_Leighton Evans
author Leighton Evans
author2 Leighton Evans
Yueyao Hu
format Book chapter
container_title Virtual Reality Gaming: Perspectives on Immersion, Embodiment and Presence
container_start_page 75
publishDate 2025
institution Swansea University
isbn 9781835493779
publisher Emerald
college_str Faculty of Humanities and Social Sciences
hierarchytype
hierarchy_top_id facultyofhumanitiesandsocialsciences
hierarchy_top_title Faculty of Humanities and Social Sciences
hierarchy_parent_id facultyofhumanitiesandsocialsciences
hierarchy_parent_title Faculty of Humanities and Social Sciences
department_str School of Culture and Communication - Media, Communications, Journalism and PR{{{_:::_}}}Faculty of Humanities and Social Sciences{{{_:::_}}}School of Culture and Communication - Media, Communications, Journalism and PR
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description VR games like VRChat offer players the opportunity to construct avatarsmirroring their real-world identity, encompassing various facets includingmakeup, fashion style, body proportions and skin tone. This chapter exploreshow the real-life identity of players and the persona crafted within VRChat arerelated to one another and to what extent the avatar relates to self-perception.Avatar appearance can significantly affect how individuals interact with othersin virtual environments. Appearance can also affect the degree to which theplayer can use the digital space for self-expression. Expressing self-identitythrough avatar design is therefore critical in establishing embodiment andpresence in VR environments. Avatar design influences how individuals formsocial connections, build relationships and collaborate online, increasinglyimportant in VR games like VRChat. Utilising Goffman’s theory ofself-presentation, this chapter draws on interviewdata from20VRChat users tounderstand the motivations and influences affecting avatar design. Thesechoices are assessed in the context of creating an embodied actor in VR. Theinterview findings emphasise the role of avatar customisation in manifestingusers’ ideas of their authentic selves in the virtual realm. Supported by surveydata, the insights highlight users’ motivations based on personality traits,interests, social and personal identities, and cultural aesthetics derived fromreal-life experiences. This chapter underscores the complex interplay betweenreal and virtual identities, highlighting the significant influence of cultural andsocial foundations on identity manifestation within VR environments.
published_date 2025-02-21T05:27:34Z
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score 11.089386