Virtual identities from virtual environments

Resource type
Author/contributor
Title
Virtual identities from virtual environments
Abstract
The creation of identities in immersive online digital environments has become commonplace in consumer behavior. Consumers frequently enter into socially networked, computer mediated environments (CME’s) as avatars. A user can design his or her avatar by choosing typologies of facial features, body types and clothing styles. The chapter concerns Avatar analysis as a system for generating and analyzing consumer information of practical value to marketers. Avatar analysis enhances understanding of brand perceptions and meanings, discovers new ways of positioning and differentiating brands, and provides insights for improving the effectiveness of brand communications. Using websites such as Second Life to draw avatars, consumer identity projections are elicited based on consumers’ perceptions and interpretations of their own digital figure drawings i.e., virtual social identities of consumers and brands. These identity projections disclose their real and ideal selves, brand-as-a-person, and imagery of a typical brand user.
Book Title
Handbook of Research on Digital Media and Advertising: User Generated Content Consumption
Date
2011
Publisher
IGI Global
Pages
335-344
ISBN
978-1-60566-792-8
Citation Key
pop00270
Language
English
Extra
Citation Key Alias: lens.org/013-773-118-538-567
Citation
Prince, M. (2011). Virtual identities from virtual environments. In Handbook of Research on Digital Media and Advertising: User Generated Content Consumption (pp. 335–344). IGI Global. https://doi.org/10.4018/978-1-60566-792-8.ch018