Body image and avatars – final call for study participants

Back in January we promoted a study being undertaken by Doctorate student Jon-Paul Cacioli on body image in virtual worlds (the study participants need to be aged 18 or over and be male). Click here for the survey link

The response over recent months has been good be Jon-Paul needs a few more people to take part in the survey:

We have introduced an amazon gift voucher of $100 which will be randomly drawn from all participants who entered after data analysis is complete. If individuals have already entered prior to the prize they can email me at jcaci@deakin.edu.au and I will add them to the draw.

Thanks for your help

So why not jump in and assist in developing the body of knowledge in an area we all know fairly well – the results could be interesting to say the least.

Body Image and avatars – call for study participants

Jon-Paul Cacioli is a Doctor of Clinical Psychology student at Deakin University, and he’s currently conducting a study on body image in virtual worlds. In his words:

“I am looking for participants, male and 18+ to complete a survey regarding both their real world and virtual world body images and psychological states.”

He needs 300 or so participants to take the survey. It’s a fairly intensive process, which takes around 15-20 minutes. If you have that time to give, then go make a contribution toward the increased understanding of how we perceive ourselves in the virtual and real worlds.

Link to the survey

Body image and virtual worlds

In the past week, the Journal of Virtual Worlds Research released its second issue, and one article that caught my eye from a health viewpoint is a research paper titled:

Ugly Duckling by Day, Super Model by Night: The Influence of Body Image on the Use of Virtual Worlds

The intent of the study was to determine the relationship of body image perception and the decision to use virtual worlds. 252 individuals were surveyed on some key measures: telepresence, physical attractiveness, perceived behavioral control, and subjective norms. The inidividual variables alone make for interesting reading, particularly telepresence, but the interrelationship is the focus of the research. The results? In a nutshell:

The results indicate that telepresence attitude, subjective norms, and the desire to become someone else are directly related to the use of virtual worlds and the influence of body image on the use of virtual worlds is mediated by the desire to become someone else

What this means is that the primary driver for people using virtual worlds is the ability to feel close to others and to be able to transmit emotions. The issue of becoming someone else and body image were found to be only the third biggest influence.

The authors make the firm point of what may determine success for business or individuals in virtual worlds:

These results highlight the relational aspect of virtual worlds which suggest that if individuals and firms want to be successful in virtual worlds, they should concentrate on providing relational experiences.

Who would have thought – people want to socialise with other people.