Chapter 5: It Is Me, but Not Me: Self-representation as an Avatar in VRChat
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Published:2025
Yueyao Hu, Leighton Evans, 2025. "It Is Me, but Not Me: Self-representation as an Avatar in VRChat", Virtual Reality Gaming: Perspectives on Immersion, Embodiment and Presence, Leighton Evans
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Abstract
VR games like VRChat offer players the opportunity to construct avatars mirroring their real-world identity, encompassing various facets including makeup, fashion style, body proportions and skin tone. This chapter explores how the real-life identity of players and the persona crafted within VRChat are related to one another and to what extent the avatar relates to self-perception. Avatar appearance can significantly affect how individuals interact with others in virtual environments. Appearance can also affect the degree to which the player can use the digital space for self-expression. Expressing self-identity through avatar design is therefore critical in establishing embodiment and presence in VR environments. Avatar design influences how individuals form social connections, build relationships and collaborate online, increasingly important in VR games like VRChat. Utilising Goffman's theory of self-presentation, this chapter draws on interview data from 20 VRChat users to understand the motivations and influences affecting avatar design. These choices are assessed in the context of creating an embodied actor in VR. The interview findings emphasise the role of avatar customisation in manifesting users' ideas of their authentic selves in the virtual realm. Supported by survey data, the insights highlight users' motivations based on personality traits, interests, social and personal identities, and cultural aesthetics derived from real-life experiences. This chapter underscores the complex interplay between real and virtual identities, highlighting the significant influence of cultural and social foundations on identity manifestation within VR environments.
