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Nowak, K. L., and Rauh, C. (2005). The influence of the avatar on online perceptions of anthropomorphism, androgyny, credibility, homophily, and attraction. Journal of Computer-Mediated Communication, 11(1), article 8. http://jcmc.indiana.edu/vol11/issue1/nowak.html
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The Influence of the Avatar on Online Perceptions of Anthropomorphism,
Androgyny, Credibility, Homophily, and Attraction
It has become increasingly common for websites and computer media to provide computer generated visual images, called avatars, to represent users and bots during online interactions. In this study, participants (N=255) evaluated a series of avatars in a static context in terms of their androgyny, anthropomorphism, credibility, homophily, attraction, and the likelihood they would choose them during an interaction. The responses to the images were consistent with what would be predicted by uncertainty reduction theory. The results show that the masculinity or femininity (lack of androgyny) of an avatar, as well as anthropomorphism, significantly influence perceptions of avatars. Further, more anthropomorphic avatars were perceived to be more attractive and credible, and people were more likely to choose to be represented by them. Participants reported masculine avatars as less attractive than feminine avatars, and most people reported a preference for human avatars that matched their gender. Practical and theoretical implications of these results for users, designers, and researchers of avatars are discussed.
Avatars, or computer generated visual representations of people or
bots, are increasingly being used in ecommerce, social virtual
environments, and even for geographically separated workplace
meetings (Schroeder, 2002), and are incorporated into a variety of
popular consumer interfaces. For example, all major instant
messaging systems, online forum systems, and massive multi-user
role-playing games (Persson, 2003) include an avatar feature.
Using Avatars in Online Interactions The most common use of computers today is for interpersonal interactions, with email being the most common computer activity (though online chat rooms and instant messaging are increasing in popularity). The Pew Internet and American Life Project reported that in 2004, 91% of computer users with Internet access had sent email and 39% had used an instant messaging program (Madden, 2004). Although many of these interactions are text only, it is becoming increasingly common for users to be able to select an avatar to represent them. Ecommerce is also leading to increased usage of avatars to present messages and to interact with potential consumers. Using Avatars to Reduce Uncertainty About the People They Represent
Uncertainty reduction theory posits that people's primary goal in an
interaction is to reduce uncertainty about the person they are
interacting with. In reducing uncertainty, people strive to
understand people's behavior during interactions as well as to
predict future behavior (Berger & Calabrese, 1975; Clatterbuck,
1979; Infante, Rancer, & Womack, 1997). Thus, people strive to
'get to know' or form perceptions of others, and are known to use a
variety of information in this process. Uncertainty is generally
reduced not by a simple sum of the total information but by a
weighted integration of information based on its perceived quality.
In the natural, or non-mediated world, people generally rely heavily
on information provided by visible physical cues of the natural body
in the person perception process (Bull & Rumsey, 1988; Burgoon,
1994; Burgoon, Buller, & Woodall, 1996; Dion, Berscheid, &
Walster, 1972). After all, physical information is easily accessible
and reliable—a person's appearance is fairly stable across
encounters. In addition, the use of physical characteristics in a
person's perception is functional because initial impressions based
on such information have been shown to predict other people's
personalities to some extent. Whether they are accurate or not,
people feel that they "are able to make fairly accurate
judgments of other people on the basis of minimal interactions or
even mere glimpses of them" (Ambady, Hallhan, & Rosenthal,
1995, p. 518).
The Influence of Avatar Anthropomorphism on the Perception Process
As indicated above, social cognition theory argues that the ability
to identify anthropomorphic characteristics and categorize objects
in the environment as humans, animals, or objects is a basic human
cognitive function (Kunda, 1999). In evolutionary terms, it is
essential to be able to differentiate between static objects and
animated creatures. This is particularly true when encountering
other humans, who may represent either a threat or an opportunity
for cooperation. Objects, animals, and humans form the basic social
categories to which people assign the things they encounter.
Androgyny and Its Relationship to Perceptions of Anthropomorphism
Sex category is another of the most important characteristics that
people want to know about others in an encounter. As with
anthropomorphism, little is known about how the attribution of sex
category influences perception in graphical virtual worlds. Here, we
use the term sex categorization instead of biological sex because we
refer to the attribution of the category that would influence person
perception when the natural physical body is not visible, rather
than the actual biological sex of the individual being perceived.
Sex categorization is achieved through the application of socially
defined criteria, where one has been determined as belonging to one
of the two sex categories, male or female (West & Zimmerman,
1991). In this process, people use gender stereotypes to make a
determination as to which category a person, or avatar, belongs in
(Ashmore & Del Boca, 1979).
How Individual Differences and Avatar Characteristics Influence Credibility, Homophily, and Attraction
Credibility, attraction, and homophily have been repeatedly studied
and their importance in the communication process has been well
established (McCroskey, Hamilton, & Weiner, 1974). Further,
credibility is one of the primary predictors for certain interaction
outcomes such as attitude change and trust. Credibility is a source
trait that indicates the degree to which a person is perceived as
believable, trustworthy, and competent (McCroskey & Young,
1981). Homophily corresponds to the perceived degree of
psychological similarity between the images and the human psyche, or
the extent to which one is perceived to be similar to the perceiver
(McCroskey, Richmond, & Daly, 1975). Homophily and attraction
have been investigated in conjunction with credibility; the
variables are strongly related to one another (McCroskey, Hamilton,
& Weiner, 1974). Those variables represent the immediate
perception of sources of communication and work together to
influence interaction outcomes and behaviors. While physical
characteristics such as anthropomorphism and androgyny are immediate
and derive from the image itself, credibility, homophily, and
attraction are more abstract in the person perception process,
thought people generally make attributions of others on these
categories largely based on physical characteristics. Thus, it is
necessary to uncover how anthropomorphism and androgyny of avatars
influence people's judgments of others and how these variables
relate to each other.
Participants Participants (N=255) were recruited from communication courses at a large northeastern American public university where they received extra credit for their participation. There were 136 males, 115 females, and 4 participants who did not report this information. Stimulus Materials Images. The images were digitally created from 3D models using Poser for the human characters and 3D Studio Max for the other characters. There were 30 images (see Figure 1) divided into four image types: 10 human male characters (m1-m5, m1h-m5h), 10 human female characters (f1-f5, f1h-f5h), 5 animals (a1-a5), and 5 objects that represent items that would not traditionally be animated (o1-o5), such as a bottle or an apple. These four types represent a combination of the basic social categories—object, animal, and human—and the gender distinction applied to the human category. To manipulate torso presence, the "human" images were composed of two versions of the same character, a version where the head and torso were together (m1-m5, f1-f5) and another with only a floating head where the torso was not present (m1h-m5h, f1h-f5h). Four human images were purposefully children (m4, m4h, f4, f4h) and four human images (m1, m1h, f1, f1h) were purposefully of lower quality than the other images. All images had identifiable eyes and mouth to ensure some level of consistency, so that the images could be identified as characters, not just icons.
Figure 1. Avatar images
Measurement Instruments
Measures were taken of participants' gender, computer use, computer
efficacy, and the perception of each presented avatar's
anthropomorphism, androgyny, credibility, homophily, and attraction.
Participants were also asked about their likelihood of choosing that
avatar to represent themselves. Confirmatory factor analysis showed
good internal consistency and parallelism of the scales—the
Cronbach's α's for the scales range from 0.70 to 0.92.
Procedure Participants were recruited from introductory communication courses at a large northeastern university. Participants were instructed to visit a webpage, where they first filled in a survey asking demographic information and computer experience variables and then proceeded to complete a survey indicating their impressions of a selection of eight avatar images. Each participant was presented with eight randomly selected images from the total 30 (see Figure 1), and had to evaluate each image in terms of their perception of its anthropomorphism, androgyny, credibility, homophily, attraction, and their likelihood to choose it for an interaction. The images were presented in stratified random order to control for order effects, and certain rules were applied: All participants would rate two male human images, two female human images, two animal images, and two object images. In addition, if an image was shown with the torso, its corresponding image without the torso would not be presented to that participant, and vice-versa. Images were presented one at a time at the top of the webpage with evaluation questions below them. Once the participant submitted the results for one image, he or she would view the next image and this process would continue until rating for all eight images was completed. Although we randomized the order in which the images were shown, we still tested for a potential order effect. A series of post hoc ANOVAs (see Table 1) revealed that regardless of which image participants saw first, the first image shown was rated as more androgynous (M=4.35, SD=1.98) than subsequent images (M=4.02, SD=2.37), less anthropomorphic (M=3.12, SD=1.30) than the subsequent images (M=3.59, SD=1.88), and less homophily was felt towards the first image (M=2.50, SD=1.27) than towards subsequent images (M=2.89, SD=1.59). Finally, participants were less likely to choose the first image to represent themselves (M=1.91, SD=2.37) than subsequent images (M=2.37, SD=1.65). The same tests conducted after removing the first image shown did not indicate order effects (see Table 1). Therefore, unless otherwise noted, the remaining analyses were performed excluding the first image shown. These order effects results are discussed in more detail later.
Table 1. ANOVA results for order effects
Avatars RQ1: How do people perceive the avatars in relation to one another? In order to obtain a broad overview of the general perception of the images and examine how each image compares to the others, we rank ordered the images according to each of the dependent variables. As is shown in Figure 2, the same images tend to be rated higher (or lower) on all of the scales, and just examining the order of participant rankings provides some interesting information. For example, the most feminine avatar was the most attractive; it is more feminine both with and without torso (ranked 1 and 2 on feminine), but only most attractive with the torso (ranked 6th on attractiveness without torso). Further, it was 6th in credibility, and not in the top 5 for either homophily or likely to choose. On another point, the most masculine avatar was also the most anthropomorphic, but was 6th most credible and the 2nd most likely to be chosen. The most credible avatar was ranked first on homophily and likely to be chosen, but 4th on femininity and 3rd on anthropomorphism. Further, only human images were in the top 5 for credibility, homophily, and likely to be chosen. The avatars used for this experiment covered the range of most of the scales, indicating that the images provided a good range of anthropomorphism, androgyny, credibility, and attraction values, although there is a skew towards the lower end of the scale. Homophily and the likelihood of choosing the avatar had mostly low ratings, with the higher-ranking image (f3, in both cases) reaching only a little above the midpoint of the scale (3.92 and 3.55, respectively). Figure 2. Rank order of the images
Individual Differences and Avatar Image Type Influence on Image Perception RQ2: What was the influence of participant's biological sex and avatar image type on perceptions of androgyny?
An ANOVA revealed main effects for both participant's gender,
F(1,1612) =27.16, p<.001, and image type (human male,
human female, animals, and objects), F(3,1613)=418.37,
p<.001, on ratings of femininity. Male participants
(M=4.44, SD=.06) rated the avatars as more feminine than female
participants did (M=4.03, SD=.06). Post-hoc Scheffe tests indicated
that all image types were different from each other
(p<.01 for all comparisons). Human males (M=2.29,
SD=1.49) were rated as least feminine and human females (M=5.76,
SD=1.52) the most feminine. Animal avatars (M=4.22, SD=1.61) and
objects (M=4.68, SD=1.72) were rated in between, with objects being
perceived as more feminine than animal avatars. The effect size for
participant gender was very small (ηp2=.02),
however, especially when compared to the effect size for image type
(ηp2=.44).
RQ3: what was the influence of participant's biological sex and avatar image type on anthropomorphism? An ANOVA with participant's biological sex and avatar image type as factors revealed only a main effect for image type (human male, human female, animal, and object), F(3,1623)=617.24, p<.001, ηp2=.53) on ratings of anthropomorphism. Post-hoc Scheffe tests indicated that there were no significant differences between the human male and human female images in their anthropomorphism ratings (p=.05), but that these groups were significantly different from the animals and objects (p<.001 on all comparisons). Human males (M=4.79, SD=1.32) and human females (M=4.56, SD=1.43) were the most anthropomorphic groups, followed by animals (M=2.39, SD=1.40) and objects (M=1.45, SD=.84). RQ4: What is the influence of participant's biological sex on the type of image they would choose to represent them? Male participants overwhelmingly preferred choosing a human male avatar while women preferred the choice of a human female avatar. An ANOVA with participant's gender and image type as factors indicated a strong interaction between these terms, F(3,1614)=53.07, p<.001. See Figure 3 for means. Interestingly, an ANOVA with the same factors on attraction produced significant results only for image type, F(3,1619)=83.96, p<.001, but not for gender or any interaction. Both male and female participants had the same attraction ratings for the avatar images and post-hoc tests indicated that females were the most attractive (M=3.82, SD=.08), followed by men (M=3.26, SD=.06), and then by non-humans (M=2.51, SD=.08) and objects (M=2.51, SD=.08). Non-humans and objects did not differ. People were more likely to choose avatars that were human-like and of the same gender (males choosing male avatars and females choosing female avatars).
Figure 3. Participant gender
RQ5: What was the influence of participant's computer usage and efficacy on the dependent variables? Regression analysis on the dependent variables using computer usage factors, computer efficacy, age, and gender showed some significant effects. Computer usage math/science was a significant but very small predictor of androgyny (β=-.047, p<.01), androgyny-multiplicative (β=-.064, p=.02), anthropomorphism (β=.07, p< .01), attraction (β=.08, p<.01), homophily (β=.065, p=.02), and likelihood of choosing an image (β=.083, p<.01). 'Author/researcher' computer usage was also a significant but very small predictor of homophily (β=-.073, p<.01) and likelihood of choosing an image (β=-.06, p=.02). The small effect sizes, however, make it questionable to conclude that there is any meaningful influence of computer usage or computer efficacy in the dependent variables. Features of the Avatar Image that Influenced Perception A series of linear regressions were run with effects coded values (detailed below) to examine what design features influence the perceptions of the images. The features analyzed, effects coding, and the images that fall into each set are the following: designed image male gender (-1, female; 0, undetermined, 1 male / male: m1-m5 and m1h-m5h; female: f1-f5 and f1h-f5h; undetermined: all other images), image is of an animal (0, not an animal; 1, animal / a1-a5), image is of an object (0, not an object; 1, object / o1-o5), image has head and torso or just a head (0, head only; 1, head and torso / m1-m5 and f1-f5; head only, m1h-m5h and f1h-f5h), image is of a child (0, not a child; 1, child / m4, m4h, f4, f4h), and the image rendering quality (0, low quality; 1, high quality / m1, m1h, f1, f1h). We also included the participant's gender (-1, female; 1, male), computer usage, and computer efficacy to investigate how individual differences affected the perceptions of the images along with the images characteristics. See Table 2.
Table 2. Regression results
RQ6: What features of the avatar image influenced the perception of gender?
Looking first at the characteristics that predict the perception of
the image gender, the analyses revealed that only two
characteristics were significant predictors. The strongest predictor
was the image designed gender (β=.81, p<.01).
Participants could clearly identify the gender of the images as
designed. Being a child character's image negatively predicted
perceived gender, however, (β=-.15, p<.01); that is,
images of children were more prone to be rated as female or
undetermined.
RQ7: What features of the avatar image influenced the perceptions of anthropomorphism?
An ANOVA revealed a main effect for image type (human male, human
female, animal, and object), F(3,1623)=617.24, p<.001,
ηp2=.53, on ratings of anthropomorphism.
Post-hoc Scheffe tests indicated that there were no significant
differences between the human male and human female images in their
anthropomorphism ratings (p=.05), but that these groups
were significantly different from the animals and objects
(p<.001 on all comparisons). Human males (M=4.79,
SD=1.32) and human females (M=4.56, SD=1.43) were the most
anthropomorphic groups, followed by animals (M=2.39, SD=1.40) and
objects (M=1.45, SD=.84).
RQ8: What features of the avatar image influenced the perceptions of attraction, credibility and homophily?
Attraction was negatively predicted by the image designed male
gender (β=-.16, p<.01), whether or not the image was
that of an animal (β=-.20, p<.01) or an object (β=-.19,
p<.01) and positively predicted by whether or not the
image was of a child character (β=.14, p<.01). These
results indicate, for example, that the most attractive avatar would
be one based on a human child image. However, although four features
influenced attraction perceptions, it is important to note that this
model only accounts for a small fraction of the variance in this
variable (R2=.16).
RQ9: What features influenced the choice of an avatar?
The features analyzed did not have much influence on whether
participants would choose that image to represent them. As reported
above, participants were most likely to choose an avatar that
represented the same gender, and being an object image reduced
slightly how much that image would be chosen (β=-.13,
p<.01). We must note that the variance accounted for in
the model is extremely small, however (R2=.03).
Relationships Among the Perception Variables The previous section examined how a variety of features influenced perceptions of anthropomorphism, androgyny, credibility, homophily and attraction. In this section, we ask how these variables relate to each other. To answer this question we computed Pearson correlations between the variables (shown in Table 3).
Table 3. Correlations
** Correlation is significant at the 0.01 level (2-tailed) * Correlation is significant at the 0.05 level (2-tailed)
As expected, femininity, masculinity, and image gender were highly
correlated with each other, as were the two measures of androgyny.
Anthropomorphism was negatively correlated with androgyny (r=-.51,
p<.01), androgyny-multiplicative (r=-.44,
p<.01), and positively correlated with attraction
(r=.45, p<.01), credibility (r=.46, p<.01),
homophily (r=.45, p<.01), and the likelihood to choose
the image (r=.31, p<.01). Attraction was negatively
correlated with masculinity (r=-.31, p<.01), androgyny
(r=-30, p<.01), and androgyny-multiplicative t (r=-.33,
p<.01) but positively correlated with femininity (r=.10,
p<.01) to a lesser degree. It was also positively
correlated with credibility (r=-.49, p<.01), homophily
(r=.49, p<.01), and the likelihood of choosing the image
(r=.45, p<.01). Credibility was negatively correlated
with masculinity (r=-.15, p<.01), androgyny (r=-.30,
p<.01), and androgyny-multiplicative (r=-.31,
p<.01). Credibility also correlated with
anthropomorphism and attraction, as indicated before. Finally,
credibility had a good correlation with homophily (r=.51,
p<.01) and a moderately low correlation with the
likelihood of choosing the image as an avatar (r=.37,
p<.01). Homophily was highly correlated with likelihood
of choosing the image (r=.3, p<.01). In fact, the image
that received the highest homophily ratings also received the
highest credibility ratings, was most likely to be chosen, and it
was rated the second most attractive. Similarly, the image that
received the lowest homophily ratings received the lowest
credibility ratings, was least likely to be chosen, and also least
attractive.
The results of this study confirm that the process of uncertainty
reduction takes place even in interactions with static images on web
pages. Participants were fairly consistent in their assignment of
avatars to the categories of humans, animals, and objects, and the
majority of participants perceived these categories as meaningfully
different. In addition, results show that masculinity and feminity
have maintained salience and that anthropomorphism, while
influential, is not as important in the perception process as an
avatar's masculinity or feminity. Last, in this static context, the
avatar's characteristics were more influential than the users'
individual difference variables. Although there were some effects
for user differences (gender and computer usage), the size of those
effects was very small when compared to the effects of the avatar's
visible characteristics.
Limitations
We recognize that this static environment is generally not how
people would encounter avatars in 'real' online environments.
Another issue to consider is that the first image shown was
perceived as less attractive and credible than other images,
regardless of which image it was. This underscores the importance of
examining long term or repeated exposure to the same avatar. It is
possible that there are other effects resulting from the process of
seeing a series of images one after another that should be explored.
Previous research has implied that anthropomorphism would be the
main predictor of credibility or attractiveness (Koda, 1996;
Wexelblat, 1997), but this was not the case in the present study.
Avatars that were more anthropomorphic were perceived to be more
attractive and credible, and people were more likely to choose to be
represented by them. The strongest predictor of these variables,
however, was the degree of masculinity or femininity (lack of
androgyny) of an avatar. Further, those images with strong gender
indications (either more masculine or more feminine) were perceived
as more anthropomorphic than images (whether human or not) without
strong indications of gender. These results also support the claim
that people anthropomorphize anything they encounter (Reeves &
Nass, 1996), even bottles and hammers, to some degree.
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is an Assistant Professor in the Department of
Communication Science, and director of the Human Computer
Interaction Lab, at the University of Connecticut. Her research has
examined the causes and consequences of presence as well as the
person perception process in computer-mediated interactions. She is
primarily interested in the use of avatars in visual virtual
environments, including the avatars people select and the influence
of the avatar on people's perceptions of one another. See http://www.coms.uconn.edu/hcilab/
for more information.
is a Ph.D. student in the Department of
Communication Sciences at the University of Connecticut at Storrs.
His current research looks at the process of person perception in
virtual worlds and how to design interfaces that communicate
emotion. See http://www.coms.uconn.edu/hcilab/
for more information.
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