• Title/Summary/Keyword: self-avatar

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The Clothing Image of Avatar (아바타의 의복이미지)

  • 하오선;신혜원
    • Journal of the Korean Society of Clothing and Textiles
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    • v.27 no.5
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    • pp.560-569
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    • 2003
  • The purpose of this study was to investigate the usage condition of avatar, the clothing images of avatars, and the difference of self images among avatar user groups which were clustered by the clothing image of using avatar. Avatars were decorated not only to get personal satisfaction and joyfulness but also to realize the desire of relationship with other people. The clothing images of avatars were classified into 7 factors, which were labeled as cute, mature, sexy, old-fashion, unisex. and unique factors. There were no significant differences in self images among 3 avatar user groups which were clustered by 7 factors of clothing images. The result indicated that avatar users pursued various clothing images for their avatar, however, no significant relations were existed between avatar's images and user's self images and further studies would be required to find out significant variables which determined avatar's clothing images.

Examining the Impact of Avatar Customization on the Continuous Intention to Use the Metaverse -The Mediating Role of Self-expansion and the Moderating Effect of Self-efficacy- (아바타 커스터마이징이 메타버스 지속사용의도에 미치는 영향에 있어 자아확장의 매개역할과 자기효능감의 조절효과)

  • Namhee Yoon
    • Fashion & Textile Research Journal
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    • v.25 no.6
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    • pp.704-714
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    • 2023
  • This study explores how avatar customization influences the continuous intention to use the metaverse, mediated by self-expansion. The moderating effects of self-efficacy between avatar customization and self-expansion are also explored. Data were collected through an online survey using consumer panels. Participants were Zepeto users aged 18 or older who had used the platform within the previous six months. They were asked to recall a recent shopping experience of exploring the virtual fashion store via Zepeto. A total of 196 valid responses from participants were analyzed using SPSS 26.0 for descriptive statistics, reliability analysis, and PROCESS procedure, and AMOS 23.0 for confirmatory factor analysis. Results demonstrate that avatar customization increases continuous intention to use the metaverse; this effect is mediated by self-expansion. The moderated mediation effect of self-efficacy in the indirect path was significant and mediated by self-expansion. Specifically, the interplay effect of avatar customization and self-efficacy on self-expansion was statistically significant. For participants with high self-efficacy, avatar customization increases self-expansion, and it mediates the relationship between avatar customization and the continuous intention to use the metaverse. Findings contribute to expanding the literature on metaverse usage by testing the impact of avatar customization on self-expansion.

The Characteristics of Avatar Users according to Avatar Image -Focus on utilization state, body-esteem and self-esteem- (아바타 이미지에 따른 아바타 이용자 특성에 관한 연구 -아바타 이용현황, 신체존중감, 그리고 자기존중감을 중심으로-)

  • 허태정;황선진
    • Journal of the Korean Society of Clothing and Textiles
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    • v.28 no.5
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    • pp.648-657
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    • 2004
  • The purpose of this study was to identify the relationship between avatar image and self-concept of avatar users by utilizing focus group interviews and survey method. The subjects of the focus group interview were Freechal Avatar Club members, while those of the survey were 476 students, who attended middle schools, high schools and colleges at Seoul area. The data were analyzed by frequency, factor analysis, cluster analysis, chi-square test, one-way ANOVA and scheffe test. The main results were summarized as follows. First, the focus group interview revealed that avatar image types, which avatar users made use of, were ideal image, real image and fantastic image. Second, based on the avatar image types of focus group interviews, the researcher made out avatar image question items and conducted factor analysis of the question items: The avatar users pursued ideal image, real image and fantastic image. The avatar users groups were classified into ideal image group, real image group and fantastic image group by employing cluster analysis. Third, all of body-esteem and self-esteem were the highest at real image group, while all of that were the lowest at ideal image group.

Color Analysis of Avatar fashion style from on-line portal sites

  • Kim, Ri-Ra;Kim, Young-In
    • International Journal of Costume and Fashion
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    • v.8 no.2
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    • pp.50-64
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    • 2008
  • The purpose of this study is to classify Avatar fashion style through analysis of on-line Avatar Mall and to propose color pallette and fashion contents from fashion color analysis. The literature research focused on investigating the notion, characters and types of Avatar and relation of Avatar and self-image, clothing image and color image. In data research, 4 on-line portal sites Avatar Malls were analyzed and Avatar fashion style was classified. In addition, Avatar clothing color was analyzed. The research of this study are as follows: Firstly, Avatar in the cyber space represents 'me' of the real states. Avatar fashion helps to represent Avatar Image and clothing makes human image and identity as a social sign. Color helps to constitute clothing impression and human image, therefore clothing and color are the important elements to express self-image through Avatar in the cyber space. Secondly, Avatar Malls of 4 on-line portal sites are very similar and confuse Avatar users because of no standard of fashion style classification. Accordingly, the standard of fashion style classification should be made by a fashion expert, and the specific characters of every on-line portal site should be emphasized. Thirdly, as a result of the analysis of Avatar's clothing, the clothing is divided into a real world clothing and an imaginary world clothing. There are daily clothes, uniform, event clothes, story clothes and fantasy clothes. As a result of the color analysis of Avatar clothing, White, Red, Red Purple colors and bright and vivid tone are generally used for Avatar clothing. This study is significant to classify Avatar fashion style systematically, to notify sensitive and delicate users' sign and to make Avatar fashion image emotional and high-quality.

Social Self Image and Avatar Image in the Virtual World: Focus on Ideal-Self Image and Actual-Self Image (사회적 자기이미지와 가상공간에서의 아바타 이미지 - 이상적 이미지와 실제적 이미지를 중심으로 -)

  • Youn, Sonn-Ie;Park, Ju-Yeon;Lee, Kyu-Hye
    • Journal of the Korean Society of Costume
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    • v.61 no.9
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    • pp.1-14
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    • 2011
  • The purpose of this study was to understand the relationship between one's social-self image and Online Avatar image. Influence of these virtual images on one's attitude toward real world and commitment to the virtual world was examined. In addition, the gender difference was examined. A structural equation model with social self image as exogenous variable and influence of Avatar as endogenous variable was designed. Real and ideal Avatar images were the mediating variable in the model. Survey questionnaire was developed and data from 425 respondents were analyzed. Results indicated that the conceptual model was a good fit to the data. Respondents who perceived their social self-images importantly were likely to have real images of Avatars. Ideal image and real image had significant on commitment to virtual world and attitudes toward the real world. For male respondents, social self image had stronger influence on real image of Avatar and ideal image had stronger influence on commitment to virtual world than female respondents.

Traveling to the Hangang River via Metaverse: Interaction Effects between Avatar Self-Congruence and Digital Age Type

  • Zong-Yi Zhu;Sumi Kim
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.21-30
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    • 2023
  • The aim of this study is to investigate how travelers' destination visit intentions are influenced by avatar self-congruence in the metaverse platform. We extended the impression management theory by considering both perceived enjoyment and social engagement, and illustrated the interaction effect based on users' digital age. To achieve this, we conducted an online survey with 302 users. The survey results revealed that avatar self-congruence significantly influenced users in terms of perceived enjoyment and social engagement, thereby affecting their destination visit intentions. This study also revealed a significant interaction effect between digital age type and avatar self-congruence on users' perceived enjoyment. The results of this study are expected to provide not only a theoretical reference for metaverse research and travel research but also managerial implications for destination management and metaverse applications.

A Study on the Awareness of User s to Avatar Characters in the Cyberspace (가상공간의 아바타 캐릭터에 대한 사용자의 인식조사)

  • 이향재
    • Archives of design research
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    • v.17 no.3
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    • pp.61-70
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    • 2004
  • This study is focused on user awareness of avatar character in the cyber space. The purpose of this study is to investigate user preference toward avatar and test their awareness on it. The awareness of avatar is based on the applied degree of self-awareness, and also analyzed by factors using 3 elements such as loyalty, value and confidence in Maurice Wagner's study but self-projection was added to these three variables. The result shows that there is no significant statistical difference among response groups for age and sex classification but the preference and the value variables are significantly dependent on sex and age, respectively. There are strong correlation among each response variables for the awareness of avatar character and the loyalty and the preference variables are mostly correlated. The regression analysis shows that the preference of avatar is mostly affected by loyalty and thus the self awareness of avatar in the Cyberspace is proportional to user preference. It is shown that users do not awareness an avatar as a visual image but identify their avatar as an another selfness since they project themselves into those avatars.

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Self-esteem of Adolescents and Web Cyber Culture Style - the Users' Avatars of Online Game - (청소년의 자아존중감과 웹 사이버문화 - 온라인 게임의 아바타 사용자 중심으로 -)

  • Lee, Hyang-Jai;Han, Ji-Sook
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.197-204
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    • 2009
  • This study aims to examine the realistic self-esteem of adolescents and perception of adolescents toward avatar in an attempt to understand basic aspects of their distinctive lifestyle fundamentally relative to the cyber culture on the web, given that the adolescent which is significant in forming self-esteem period plays an important role in the psychological aspect of adolescents. As for method of research, this study analyzed the self-esteem of users, their preference for avatar, and the perception toward avatar, in order to understand their psychological and social maturity. The result of study indicated that the increased self-esteem in reality among the adolescents led to the increased preference for avatar relative to the cyber culture on the web, which in turn increased the recognition of others' avatars. Those findings suggest that adolescents tend to assign self-esteem to avatar as great as themselves. Thus, it may be important to help adolescents form their self identity from the perspective psychological maturity, so that a sound and healthy web culture can be formed depending on the formation and level of self-esteem among adolescents.

Netizen's Self-Enhancing Emotional Experiences in Avatar Consumption - Using Ethnographic Interviews (네티즌의 아바타 소비에서의 자기고양 정서경험 -민속지적 면접을 이용하여)

  • Song, Hyun-Ju;Yoon, Jung-Hai
    • Journal of Families and Better Life
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    • v.25 no.4
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    • pp.151-168
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    • 2007
  • It is necessary to understand netizen's emotional experiences in avatar consumption. We studied the emotional experience through ethnographic interviews with six informants. In this study, we used the descriptive questions, structural questions, and comparative questions. Netizen's self-enhancing emotional experience were divided into two emotional experiences: emotional experiences in one's world and emotional experiences in relationship with others. First, emotional experience in one's world included self-satisfaction, releasing stress, catharsis, immersion, desire of change, and sense of achievement. Second, emotional experiences in relationship with others were divided into self-enhancing emotional experiences and self-humbling emotional experience. Self-enhancing emotional experiences included the relative satisfaction, the desire of showing off/distinction, and the desire of conformity. Self-humbling emotional experience included the feeling of inferiority.

A study of the determinants according to Avatar using motive (아바타 꾸미기 동기유형과 관련 변수에 관한 연구 -대구.경북지역 대학생을 중심으로-)

  • Lee, Hyun-Jung;You, Doo-Ryon
    • Korean Journal of Human Ecology
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    • v.16 no.2
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    • pp.299-313
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    • 2007
  • The purposes of this study were to find the actual condition about decoration of avatar systematically, classify each motive, considering the variety of the motive for avatar, and to analyse the important variables that they have an effect on Avatar using motive. The results were as follows; First, in result executing the factor analysis about the features of Avatar using motive, it revealed the factors like 'Pleasure-oriented', 'Other-oriented', 'Superiority-oriented' and "Individual expressive-oriented" motive. Second, the users on the basis of the Avatar using motive were divided into four groups respectively, that is 'Multipurpose purchasing group', 'Superiority group', 'Individual expressive group' and 'Passive-purpose group'. The most numbers of the respondent were belong to 'Multipurpose chasing group (N=179). On the other hands, the least numbers of the respondent were belong to 'Individual expressive group (N=93). Third, it was conducted by the crossing analysis and ANOVA about the consumer's group. And the result showed the significant difference in Avatar adornment experience, consuming expense, possession item's number, gender, age, friend, mass media and self esteem.