Tags:affordances, Avatars, digital game, Goffman, identity, interfaces, jam city rollergirl, representation and representation.
Abstract:
Within virtual play spaces such as digital games, certain types of attributes and abilities are granted through a series of restrictive design choices imposed on user interface (UI) inputs, allowing a player to create their avatar or personal representation. Avatars are utilized as a representation of identity in these play spaces, allowing for certain prescribed ways of being that are embedded within the UIs of the avatar creation screens, as well as in the code itself. These restrictions can ultimately limit the “possibilities a certain [avatar] has to interact with the game mechanics” (Tronstad 2008, 253), such as certain in-game abilities. In this way, the capacities of the player are proscribed through choices made as early in the digital game as avatar creation. This means that while avatars aesthetically represent the player and offer them a virtual existence, the mechanics can hinder the ways in which the player can play and perform in the virtual space. Ultimately, there is very little negotiation accessible to the player, as the restrictions are unidirectional with no reciprocity between user and hard coded UI affordances. These avatars function as a performative representation of a player; within these restrictions, avatars arguably showcase limitations to ways of being and embodiment that enforce certain ways of being online.
Restricted affordances: Avatar models and capacities for identity