1. Introduction
1.1 Virtual Worlds
A virtual world is described as “a computer- generated display that allows or
compels the user (or users) to have a sense of being present in an environment
other than the one they are actually in, and to interact with that environment”
(Schroeder, 1996, pg. 25). This allows for the 'user' to experience a immersive
sense of 'being there' (Taylor, 2002) and having ability to interact with each other
as well as with computer-controlled non-player characters (NPCs) by assuming
different personae, better known as their 'avatar'.
1.2 Avatars
An avatar is a self-imposed representation of a participant interacting within a
virtual environment, and is far more then an object manipulated by a participant.
It is a method in which users could embody themselves into these virtual
environments (Taylor, 2002). As T.L Taylor (2002) points out, avatars are
"... the material out of which relationships and interactions are embodied:
much as in offline life with its corporeal bodies, digital bodies are used in a
variety of ways – to greet, to play, to signal group affiliation, to convey
opinions or feelings, and to create closeness."
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increase of working households, many parents use media as “a chance to get
their chores done, quiet their kids down, or just have some 'me' time, knowing
that their kids are 'safe' — not playing outside, and less likely to be making
trouble around the house” (Rideout & Hamel, 2006, p. 32). As a result, the
popularity of virtual world registered accounts has dramatically increased for this
demographic. KZero reports (2011) that the 6-10 year old demographic has
grown from 77 million, to 272 million in only 2 years.
Before being able to successfully design a virtual world for this audience it is
important to understand the developmental and social differences amongst the
group, when compared to adults. Bellow is a brief overview of relevant literature
depicting aspects of developmental and social milestones that could influence
the methods in which children interacts with virtual worlds.
The physical features for this bias resemble the features of an infant. They
consist of large eyes and pupils, small chin, high eyebrows and forehead, small
nose, and full lips and cheeks (Montepare & Zebrowitz, 1998). In the context of
in-game character design for this demographic, where a designer is looking to
achieve a sense of trustworthiness and friendliness, they may opt for using this
bias to favor their emotional intent (Isbister, 2006).
A study that measured children’s preferences of user agent design found that
young participants, when asked to select an avatar for a learning companion in
subjective tasks, showed a preference for a more simplified and cartoonish style.
Children tended to feel "judged" by the more formal instructor avatars
representations (Haake, 2009).
Vygotsky (1933) also shares his ideas about children and play, stating how role-
play allows for children to differ immediate gratification though self-regulation. He
argues that development comes in two levels, the child’s independent level and
their assisted level. The distance between both levels is what Vygotsky (1933)
calls their Zone of Proximal Development. By interacting in group-based play
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activities, such as those found in virtual worlds, a child is able to exercise self-
regulation and play in the confounds of the various roles and narrative set forth
by the play scenario.
Erik Erikson (1963), viewed this developmental stage as a time where children
develop a 'sense of industry', learning the skills necessary for cooperation with
both peers and adults. This age also brings about new social norms, such as
formal schooling and increased involvement in organized activities. This
exposure to a variety of social settings and circumstances, is what enables a
child to master the skills required in these situations, and acquire a broadened
view of themselves and the world around them (Eccles, 1999).
• Imitative role-play: the child performs a make-believe role and acts it out
through imaginary kinesthetically actions and/or speech.
• Make-believe with regard to objects: play behaviors and/or speech
dialogues and/or materials or toys that are not replicas of the object itself
are substituted for real objects (ie. using a banana as a phone).
• Verbal make-believe with regard to actions and situations: verbal dialogue
takes the place of body movements.
• Persistence in role-play: the pretend play sessions increase in duration,
and lasts at least 10 minutes.
• Interaction: more than one person participates in pretend play session.
• Verbal communication: verbal dialogue is exchanged between the players.
Customization of virtual worlds, and the avatars that live in them, has become a
major source of income in the US. According to the Inside Virtual Goods report
(2010), the US virtual goods market will reach $2.1 billion overall in 2011 and
estimated that sales from social games made up more than half the total U.S.
virtual goods revenues in 2010.
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1) Achievement within the game context: This type of player assigns
themselves various game-related goals, and puts effort in achieving
them.
2) Exploration of the game: This is the player that tries to learn as much
as possible about the virtual world. Initially this includes exploring the
various maps and their topology and finding hidden places. Later this
shift to experimenting with other game elements, such as the physics.
This type of player loves to uncover glitches and “easter eggs” in the
game.
3) Socializing with others: These players choose to play the game for its
socialization features, rather then game play.
4) Imposition upon others: Players use the tools provided by the game to
cause distress to other players.
Bartle (2003) adds that, “these areas cross over, and players will often drift
between all four, depending on their mood or current playing style. However, my
experience having observed players in the light of this research suggests that
many (if not most) players do have a primary style, and will only switch to other
styles as a (deliberate or subconscious) means to advance their main interest.”
5. Conclusion
By understanding the various design principles, social and play development,
and the types of choices a child is able to make, we are able to make explicit
design decisions that affect a participants experience with the game. Studies that
demonstrate how offering customization features have positive effects on
emotion (Bailey, 2009), show how important it is to understand the
developmental maturity of your audience. It also illustrates how closely an
individual’s pursuit of identity correlates from the real world (Erikson, 1963) to the
virtual world (Bailey, 2009).
6. Reference
Acuff, D. S. (1997). What kids buy and why: The psychology of marketing to kids.
New York: The Free Press.
Association of Virtual Worlds. (2008). The blue book: A consumer guide to virtual
worlds. Retrieved April 11, 2011, from Association of Virtual Worlds:
http://www.associationofvirtualworlds.com/publication/the-blue-book
Bartle, R. (2003). Hearts, clubs, diamonds, spades: Players who suit MUDs.
Available at http://www.mud.co.uk/richard/hcds.htm
Erikson, E.H. (1963) Childhood and society. New York: Norton, 1963.
Erikson, E. H.(1959) Identity and the life cycle. Psychological Issues I:1-171.
Haake, M., Gulz, A. (2009) A Look at the Roles of Look & Roles in Embodied
Pedagogical Agents - A User Preference Perspective. International Journal of
Artificial Intelligence in Education 19(1), 39–71.
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Isbister, K., & Schaffer, N. (2008). Game Usability. New York: Morgan Kaufman.
KZero. (2010). Q4 2009 Universe chart: Kids and tweens. Retrieved March 5,
2010, from KZero: http://www.kzero.co.uk/blog/?p=3963#more-3963
Manninen, T., and Kujanpää, T. (2007). “The Value of Virtual Assets – The Role
of Game Characters in MMOGs,” International Journal of Business Science and
Applied Management, Vol. 2, No.1, pp. 21-33.
Masip, J., Garrido, E., and Herrero, C. (2004) Facial Appearance and
Impression of Credibility: The Effects of Facial Babyishness and Age On Person
Perception. International Journal of Psychology Vol. 39 No. 4. 276-289.
Rideout, V, and Hammel, E. (2006). The Media Family: Electronic Media in the
lives of infants, toddlers, Preschoolers and their Parents. Henry J. Kaiser Family
Foundation, Menlo Park, California.
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