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To cite this article: Sohye Lim & Byron Reeves (2009) Being in the Game: Effects of Avatar Choice and
Point of View on Psychophysiological Responses During Play, Media Psychology, 12:4, 348-370, DOI:
10.1080/15213260903287242
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Media Psychology, 12:348–370, 2009
Copyright © Taylor & Francis Group, LLC
ISSN: 1521-3269 print/1532-785X online
DOI: 10.1080/15213260903287242
BYRON REEVES
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348
Avatar Choice and Visual POV in MMORPGs 349
players. Players select and customize the three-dimensional image that will
represent them on the screen. This imprinting further deepens when game
players invest significant psychological and monetary resources to ‘‘nurture’’
the avatars by advancing them in the game and interacting with other players.
At the same time, POV visually determines the way in which game players are
represented in the game environment and also the way in which the game
environments are presented to them. In the first-person POV, the player has
no third-person avatar to represent him/her, whereas in the third-person
POV the player is represented by an onscreen third-person character. Both
features (i.e., avatar choice and POV) alter the way players are represented in
the game, which, we hypothesize, will alter their psychological experiences.
The psychological responses of game players are increasingly relevant
as video games evolve into rich and complex media. In addition to the self-
report measures, physiological measures are incorporated for this study. Most
common physiological measures employed in video game studies include
skin conductance (also known as electrodermal activity; Arriaga, Esteves,
Carneiro, & Monterio, 2006; Hopkins, Fletcher, & Lang, 1994; Lang, Bradley,
& Schneider, 2003; Schneider, Lang, Shin, & Bradley, 2004), heart rate (HR;
Arriaga et al., 2006; Ballard & Wiest, 1996; Calvert & Tan, 1994; Flem-
ing & Rickwood, 2001; Griffith & Dancaster, 1995; Ricarte, Salvador, Costa,
Torres, & Subirats, 2001), and electromyography (EMG; Lang et al., 2003;
Ravaja, Saari, Salminen, Laarni, & Kallinen, 2006). Whereas EMG measures
the electrical activity in the muscle groups (e.g., zygomatic and corrugators
muscle groups) associated with facial expressions, skin conductance and HR
indicate the activation level of autonomic nervous system (i.e., sympathetic
and parasympathetic).
Specifically, skin conductance indicates the activation level of the ec-
crine sweat glands, which is entirely under the control of the sympathetic
nervous system (SNS). Usually measured on the palm of the hand, skin
conductance is a reliable measure of arousal. Arousal is commonly defined
as an increase in the activation of the SNS in physiological terms, and skin
conductance is proven to be an excellent operational definition of arousal
in various studies (Ravaja et al., 2006). Moreover, sympathetic arousal may
350 S. Lim and B. Reeves
The degree to which players feel that their own avatars represent themselves
is central to understanding the players’ psychological experiences in the
Avatar Choice and Visual POV in MMORPGs 351
time and money customizing and adorning their avatars to distinguish them
in all possible ways from the avatars of other players. Choosing and per-
sonalizing ‘‘my’’ avatar directly manipulates the way ‘‘I’’ am represented in
the game. Therefore, a player can demonstrate their own unique blend of
personality, skills, and roles through the act of choosing and personaliz-
ing an avatar in the game world. In all character personalization, choices
abound.
Traditionally, offering choices is related to numerous psychological ben-
efits (Iyengar & Lepper, 1999). The gains provided by choice are linked to
a sense of personal control (Rotter, 1966; Taylor, 1989; Taylor & Brown,
1988) and feelings of intrinsic motivation (deCharms, 1968; Deci, 1981; Deci
& Ryan, 1985). Primarily, the concept of individual choice has been virtually
equated with intrinsic motivation and personal ‘‘self-determination’’ (Botti
& Iyengar, 2004). In contrast, the absence of choice and control has been
shown to have detrimental effects on intrinsic motivation, task performance,
and health status (Brehm, 1966; Deci, Spiegel, Ryan, Koestner, & Kaufman,
1982; Schultz & Hanusa, 1978).
Despite the fact that choice is a central component of most interactive
media, only a small number of studies have investigated its psychological
consequences for media use. In the gaming context, Cordova and Lepper
(1996) investigated the effects of choice on learning within a computer
game. Subjects had either the opportunity to make several choices about
which icon will represent them in the game and what player name they
would use, or they played the game with the icon and name assigned by
an experimenter. The results showed that people who had choices showed
a significant increase in motivation and depth of learning as evidenced by a
preference for more challenging versions of the game, greater use of complex
operations, and an emphasis on strategic play.
An increase in the self-relevance of an activity may be the psychological
mechanism by which choice increases intrinsic motivation and promotes
positive cognitive and emotional states. Most studies on choice have ma-
nipulated choice so that the ‘‘self ’’ becomes intrinsic or ‘‘endogenous’’ to a
task (Botti & Iyengar, 2004). Among various activities that involve choice,
352 S. Lim and B. Reeves
H1 : Game players’ arousal (i.e., skin conductance) during game play will be
greater when they play the game with an avatar of their own choice
than when an avatar is assigned.
have demonstrated that individuals who are offered choice will show more
‘‘enjoyment’’ of a variety of activities (Cordova & Lepper, 1996; Iyengar &
Lepper, 1999; Langer & Rodin, 1976), including learning, problem solving,
and video game play. Based on these findings, this study proposes that there
is an intrinsic hedonic value in choice: that is, choosing one’s own avatar
will result in a more positive subjective experience for game players. The
second hypothesis is:
H2 : Game players will feel more positive valence when they play with
avatars of their own choice than when they play with assigned avatars.
POV is another central feature that has been actively incorporated in game
design. The theoretical discussion of the effects of POV as a feature influ-
encing a player’s game experience originated with the ‘‘first-person shooter’’
genre. For example, in Doom, which established the gaming genre of a
real-time, three-dimensional first-person shooter perspective, players see the
world as if they were the character they control. In first-person POV, players
lack a full view of their bodies as the characters navigate an environment.
On the other hand, in third-person POV, players can see their entire avatar
(something impossible when the camera is the eyes of the avatar), which
also allows players to see what is behind and around them. For example, in
Tomb Raider, players appear to follow their character with the game camera
positioned just over the avatar’s shoulder.
POV may substantially influence identification with action and char-
acters. The use of camera POV is a primary storytelling technique that
has been used by cinematographers for many years. Different POVs can
manipulate and frame the way a movie audience processes the story line and
empathizes with characters (Zettl, 1990). In this sense, the visual POV acts as
Avatar Choice and Visual POV in MMORPGs 353
the player might only see the hand and the gun. The fact that there is no
character that is ‘‘visible’’ as a separate entity may give players a greater sense
of self-control due to its egocentric reference frame. On the contrary, in the
third-person POV, mental states may be ascribed to someone else (Aguirre &
D’Esposito, 1999; Klatzky, 1998). A third-person POV presents the character
onscreen, portrayed as corporally separate from the player. This separation
in visual representation likely detaches the player from the character even
more than in the case of a first-person POV game.
Whereas most research on the first-and the third-person POV has been
conducted in the field of neurocognitive psychology (David et al., 2006;
Vogley & Fink, 2003; Vogley et al., 2004), there is no empirical research on
how POV affects gaming experiences per se. It does, however, generate com-
ments from game designers. For example, Toby Gard (2000), who designed
the Lara Croft character for Tomb Raider, argued that although differences
in points of view might seem slight, they are absolutely fundamental. Gard
(2000) described this distinction as the player ‘‘controlling’’ the character
in the third-person game, but ‘‘becoming’’ the character in the first-person
game. For example, in the first-person POV, the interaction between the
game player’s ‘‘self ’’ and the game environment seems to be more imme-
diate than in the third-person POV, in which there is a visually embodied
representation mediating the player’s interactions. Due to these psychological
repercussions, the visual immediacy in the interaction between the player
and the onscreen representation of the first-person POV is hypothesized to
increase the player’s arousal response.
H3 : Game players’ arousal (i.e., skin conductance) during game play will be
greater when they play the game from the first-person POV than from
the third-person POV.
avatar choice is not apparent on the screen; the choice serves merely as a
cognitive demarcation of ownership, but it is not visually reinforced during
the game play. In the third-person POV, there is a visible and separate entity
that experiences the consequences of a player’s game activity. Players who
choose their own avatars may be more engaged in the game play since they
may feel a greater sense of responsibility, but only when the target of the
responsibility is visibly embodied on the screen. Accordingly, avatar choice
is predicted to intensify the game player’s arousal in the third-person POV,
but not in the first-person POV.
H4 : The avatar choice will increase game players’ arousal (i.e., skin conduc-
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tance) during the game play in the third-person POV, but not in the
first-person POV.
RQ1 : How do choosing one’s own avatar and the visual POV in the game
affect the game player’s HR?
H5a: When game players do not choose their avatars, they will experience
a greater degree of presence in the first-person POV than in the third-
person POV.
H5b : When game players choose their own avatars, there will not be a
significant difference in their experience of presence between the third-
person POV and the first-person POV.
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RQ2 : How does the game player’s gender interact with avatar choice and
the visual POV with regard to his/her psychophysiological responses?
RQ3 : How does the game player’s gender interact with avatar choice and
the visual POV with regard to his/her subjective responses?
METHOD
Participants
Twenty-two participants (11 Males, 11 Females) were recruited at a large
Western university.
Design
This study used a 2 (choice) 2 (POV) 2 (gender) mixed design. Choice
and POV were the within-subjects factors; gender was a between-subjects
356 S. Lim and B. Reeves
factor. For choice, there were two levels: choice and no choice. In the
choice condition, participants were given an opportunity to choose their
own avatars from a set of six different characters before game play. In the
no choice condition, the experimenter assigned participants predetermined
avatars.
The gender of the avatars was matched with the gender of the par-
ticipants; that is, female participants chose from six female characters and
male participants chose from six male characters. In the no choice condition,
players also saw six alternative avatars, but they were assigned an avatar
instead of choosing one. Separate sets of six characters were used for the
choice and the no choice conditions to prevent participants from having
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to choose from five characters when the choice condition followed the no
choice condition. For the no choice condition, the specific avatar chosen
by the previous participant was assigned to the participant to offset the
difference that might arise from playing different avatars across the condi-
tions. POV had two levels: first person and third person. In the first scene,
the player is fighting a bandit character from the first-person POV, and the
picture shows only the enemy. The third-person POV scene shows a combat
scene with both the avatar and the enemy. Gender refers to the gender of
participants.
Stimuli
The game used for the experiment was World of Warcraft, a popular
MMORPG (Massively Multiplayer Online Role-Playing Game) released in
November, 2004, by Blizzard Entertainment (Irvine, California). The online
game allows for full customization of avatars. For the purpose of this study,
two sets of six female avatars and six male avatars were premade (i.e., four
sets of six characters in total).
Four different game activities were designed to represent the most com-
mon activities in the real game. These four activities include (1) buying
a specific item (i.e., coarse thread) from a nonplayer character and later
trading it with a teammate; (2) combating bandits controlled by the game;
(3) collecting a game item (i.e., linen cloth) from bandits; and (4) sending
the collected linen cloth to another player using the in-game mail sys-
tem. The game was played with a computer, controlled by a keyboard and
mouse.
To guide the participants in carrying out the game tasks successfully,
there was an online confederate who played the game with the participant.
The experimenter informed the participants that there would be another
person playing the game who was located in the same building. The con-
federate played the game exactly according to the script (e.g., when to say
‘‘hi, [character’s name]!),’’ and was not blind to the participant’s experimental
condition. Each task was scripted to take five minutes. The player was
Avatar Choice and Visual POV in MMORPGs 357
allowed to take as much time as needed to accomplish the tasks, but the
physiological data were collected for the initial five minutes of the game play
regardless of the participant’s progress on the task (total of 20 minutes for
all four tasks).
Procedure
Participants provided informed consent upon entering the laboratory. Next,
they filled out a questionnaire that surveyed their game usage and basic
demographics (e.g., gender, age, game usage, prior experience with World
of Warcraft). Participants were given a brief tutorial of the game, such as
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how to move around the screen using the arrow keys (in both visual POV
conditions). The experimenter told each participant that their physiological
responses would be recorded through a standardized process using safe
equipment. The experimenter continued by attaching the necessary sensors
to the participant’s nondominant hand for measuring their skin conductance
and HR. In order to minimize any movement artifact that might result from
using both hands on the keyboard, the player was restricted to use only the
dominant hand to operate the keyboard and the mouse.
Once prepared, participants were instructed to rest quietly for 30 sec-
onds while baseline skin conductance and HR were recorded. The mean
value of the baseline collected during the initial 30 seconds was subtracted
from the rest of the physiological data of all other experimental condi-
tions, in order to calculate differences in scores. After the baseline session,
participants carried out the four tasks in four experimental settings (i.e.,
one condition was randomly assigned to each task). After each condition,
participants filled out a questionnaire that included Self-Assessment Man Ikin
(SAM) instruments and other evaluation items. There were three random as-
signments of task order. First, participants were randomly assigned an order
in which they would experience the two manipulations of choice (choice/no
choice). Second, once they chose or were assigned their characters, the order
of POV in which they played the game (first-person POV/third-person POV)
was randomly assigned. Next, participants were randomly assigned an order
in which they would undertake four tasks for each of the 2 (choice)
2 (POV) conditions. All of these order assignments were counterbalanced
according to a Latin square design so that an equal number of participants
were assigned to each. Upon completion, participants were paid, debriefed,
and dismissed.
Physiological Arousal
Physiological signals were measured, amplified, and recorded using a multi-
modality physiological monitoring device that encodes biological signals in
real time (ProComp Infiniti, Thought Technology, Montreal, Canada). An
358 S. Lim and B. Reeves
Heart Rate
HR was recorded by attaching a blood volume pulse (BVP) sensor to a
fingertip of the participant’s nondominant hand. To measure the BVP, the
sensor bounces infrared light against the skin surface and measures the
amount of reflected light, which varies with the amount of blood present
in the skin. HR (in beats per minute) was derived from BVP data using the
software.
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Skin Conductance
Skin conductance was recorded by attaching two skin conductance sensors
on two fingers of the participant’s nondominant hand. Skin conductance in
micro-siemens (S) was sampled at a rate of 32 times per second.
Analyses
For HR, the data were averaged over 30 second intervals to produce a
cardiac time series for each task session (five minutes). Once the mean
score per 30 seconds was calculated, the baseline HR before stimulus on-
set was subtracted from each score. For skin conductance, the tonic skin
conductance level (SCL) and nonspecific skin conductance response (NS-
SCR) frequency were analyzed. For SCL, a skin conductance time series was
created to observe changes in the overall level of skin conductance over
the course of game play. Using the same procedure employed for the HR,
the baseline skin conductance level before stimulus onset was subtracted
from each score to create the delta SCL. For nonspecific tonic responses,
SCRs were coded for frequency per minute for each condition. The criterion
for determining an NS-SCR was an increase of 0.10 S from valley to peak
during viewing. Physiological data were analyzed using repeated-measures
analysis of variance (ANOVA). The Huynh-Feldt correction was applied to
all degrees of freedom from within-subjects factors in which the assumption
of sphericity was violated.
Presence
Presence was measured using three semantic differential scales, originally
used by Schneider et al. (2004). Participants rated the degree to which they
felt as though they were really there, the degree they felt they were in a
real place, and how much they felt that the other characters in the game
were real people. All questions were 10-point scales and three scores were
averaged to acquire presence. For the current study, the reliability for the
three items was ’ D .88.
RESULTS
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FIGURE 1 Avatar choice visual point of view interaction effect on overall heart rate.
To examine H5a and H5b separately, post hoc t tests were conducted.
H5a predicted that, when game players do not choose their own avatars, they
will experience a greater degree of presence in the first-person POV than
in the third-person POV. A post hoc t test was conducted, and the result
supported H5a, t (21) D 2.78, p D .01. When players did not choose their
avatars, participants experienced a significantly stronger sense of presence
in the first-person POV (M D 5.46, SD D 0.29) than in the third-person POV
(M= 4.54, SD D 0.31). A post hoc t test supported H5b and demonstrated that,
when players chose their own avatars, POV did not result in a significant
mean difference, t (21) D 1.13, ns.
interact in terms of either NS-SCR frequency, F (1, 20) D 0.02, ns, or SCL,
F (1, 20) D 1.28, ns.
The POV Gender interaction was significant for SCL, F (1, 20) D
4.43, p < .05, ˜2 D .18 (Figure 3). A post hoc paired-sample t test for
male participants was significant, t (21) D 2.05, p D .05: male participants
showed a significantly greater SCL in the third-person POV (M D 0.57, SD D
0.17) than in the first-person POV (M D 0.32, SD D 0.22). On the other
hand, a post hoc paired-samples t test for female participants indicates that
the difference across different POVs was not statistically significant, t (21) D
1.07, ns. A similar pattern of the POV Gender interaction effect appeared
for NS-SCR frequency data, although it was only marginally significant,
F (1, 20) D 3.88, p D .06, ˜2 D .16. No main effect of Gender was
found for NS-SCR frequency, F (1, 20) D 0.30, ns, or for SCL, F (1, 20) D
0.004, ns.
Heart rate. A 2 (choice) 2 (POV) 2 (gender) 10 (time) within-
between mixed ANOVA on heart rate was conducted to probe the possible
interplay of gender with the other two independent variables. The analysis
FIGURE 3 Visual point of view gender interaction effect on skin conductance level (SCL).
Avatar Choice and Visual POV in MMORPGs 363
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DISCUSSION
avatar, there was little difference in presence between the first-person POV
and the third-person POV. Whereas Kallienen et al.’s (2007) study reported
that a greater sense of presence was evoked in the first-person POV than
in the third-person POV, this study’s results show that the effect of POV
on presence may vary as a function of other game features, such as avatar
choice.
The results also revealed that the game player’s gender was a significant
factor which determined many aspects of the game play experience. Specifi-
cally, neither avatar choice nor POV had a particularly large effect on females’
responses during game play. In contrast, however, males exhibited markedly
different physiological and subjective responses dependent on avatar choice
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maintained a higher SCL and exhibited more frequent SCRs in the first-person
POV than in the third-person POV, but the difference in reaction was not
statistically significant. This gender difference in physiological responses for
POV might be explained by gender differences in visuospatial ability.
The results might be explained by the innate difference in navigation
strategies that have been verified by a number of scientific studies (Lawton,
1994; Pazzaglia & Cornoldi, 1999). Males maintain a ‘‘survey’’ perspective
when they imagine moving in the environment, while females maintain a
‘‘route’’ perspective and rely on landmarks and procedural strategies in-
volving knowledge of the route. The third-person POV provides a ‘‘survey’’
view of the environment, enabling players to better position their characters
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