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dc.contributor.authorKao, Dominic
dc.contributor.authorHarrell Jr, Douglas Alan
dc.date.accessioned2017-12-21T14:52:04Z
dc.date.available2017-12-21T14:52:04Z
dc.date.issued2016-06
dc.identifier.issn2164-6651
dc.identifier.issn2164-666X
dc.identifier.urihttp://hdl.handle.net/1721.1/112919
dc.description.abstractAvatar research has almost exclusively explored avatars that remain the same regardless of context. However, there may be advantages to avatars that change during use. A plethora of work has shown that avatars personalized in one’s likeness increases identification, while object-like avatars increase detachment. We posit that in certain situations within a game it may be more advantageous to have increased identification, while in other situations increased detachment. We present a study on dynamic avatars, or avatars that change types based on game context. In particular, we investigate what we term the successful likeness avatar. The successful likeness is an avatar that is only a likeness when the player is in a win state and at all other times an object. Our goal is to determine if this type of avatar can foster an increase in user performance and engagement. Our experiment (N=997) compares four avatars: 1) Shape, 2) Likeness, 3) Likeness to Shape, and 4) Shape to Likeness (successful likeness). We found that players using a successful likeness avatar had significantly better performance (levels completed) than all other conditions. Players using a successful likeness avatar had significantly higher play time (minutes played) than all other conditions. We propose a theoretical model in which identification facilitates vicarious outcomes and in which detachment facilitates outcome dissociation. As performance and engagement are correlated to learning (Harteveld, 2015), successful likeness avatars may be crucial in educational games.en_US
dc.description.sponsorshipNational Science Foundation (U.S.) (STEM+C Grant 1542970)en_US
dc.description.sponsorshipNatural Sciences and Engineering Research Council of Canada (Fellowship)en_US
dc.language.isoen_US
dc.publisherETC Pressen_US
dc.relation.isversionofhttp://press.etc.cmu.edu/files/GLS12-Proceedings-2016-web.pdfen_US
dc.rightsCreative Commons Attribution-Noncommercial-Share Alikeen_US
dc.rights.urihttp://creativecommons.org/licenses/by-nc-sa/4.0/en_US
dc.sourceKaoen_US
dc.titleExploring the Effects of Dynamic Avatar on Performance and Engagement in Educational Gamesen_US
dc.typeArticleen_US
dc.identifier.citationKao, Dominic and D. Fox Harrell. "Exploring the Effects of Dynamic Avatars on Performance and Engagement in Educational Games." GLS Conference Proceedings 2017, ETC Press, 2017.en_US
dc.contributor.departmentMassachusetts Institute of Technology. Department of Electrical Engineering and Computer Scienceen_US
dc.contributor.approverKao, Dominicen_US
dc.contributor.mitauthorKao, Dominic
dc.contributor.mitauthorHarrell Jr, Douglas Alan
dc.relation.journalGames + Learning + Society Conference Proceedings 2017en_US
dc.eprint.versionAuthor's final manuscripten_US
dc.type.urihttp://purl.org/eprint/type/ConferencePaperen_US
eprint.statushttp://purl.org/eprint/status/NonPeerRevieweden_US
dspace.orderedauthorsKao, Dominic; Harrell, D. Foxen_US
dspace.embargo.termsNen_US
dc.identifier.orcidhttps://orcid.org/0000-0002-7732-6258
dc.identifier.orcidhttps://orcid.org/0000-0003-4992-2201
mit.licenseOPEN_ACCESS_POLICYen_US
mit.metadata.statusComplete


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