Self-avatar representation matters: Deciphering user immersion in VR games through Steam reviews

Dion Deng*, Mila Bujić, Wangchi Lee, Mingrui Li, Juho Hamari

*Corresponding author for this work

Research output: Contribution to journalConference article published in journalpeer-review

1 Citation (Scopus)

Abstract

This study critically examines the influence of self-avatars on user immersion in VR games by analyzing user reviews from Steam's top 100 VR games. Utilizing the BERT algorithm for text classification and detailed manual coding on avatar representations, the research addresses the effects of presence, perspective, visual features, and interactivity of avatars on immersion. Although the Mann-Whitney U test results were non-significant, effect size analyses revealed practical implications of avatar characteristics on user immersion. Notably, the study identifies key trends in avatar design within popular VR games, such as the predominance of first-person perspectives and the relative importance of hand representations over facial features. These findings suggest a need for a shift in focus in avatar research towards more user-relevant features. This innovative approach, using user-generated content, marks a significant departure from traditional experimental methods. It offers a richer, more ecologically valid understanding of user experiences in VR. The study's insights have significant implications for future avatar design and research.

Original languageEnglish
Pages (from-to)132-141
Number of pages10
JournalCEUR Workshop Proceedings
Volume3669
Publication statusPublished - 2024
Externally publishedYes
Event8th International GamiFIN Conference, GamiFIN 2024 - Ruka, Finland
Duration: 2 Apr 20245 Apr 2024

Bibliographical note

Publisher Copyright:
© 2024 Copyright for this paper by its authors.

Keywords

  • Avatar
  • BERT
  • content analysis
  • product review
  • text classification
  • virtual reality

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