Abstract
Keywords
Introduction
Virtual reality (VR) interactions involving embodiment are increasingly widespread, ranging from mental health treatments to recreational activities, offering various levels of potential and advantages. (e.g. Maloney and Freeman, 2020; Mayer et al., 2022; Slater and Sanchez-Vives, 2016). Despite being hindered by the novelty, user inexperience and the early stage of the technology and its applications, one of its most intriguing features is arguably the sensation of ‘stepping into another’s shoes’. This involves inhabiting a virtual self-representation by tracking the user’s body movements and translating them into the avatar’s (Maselli and Slater, 2013). This phenomenon, while strange and curiosity-provoking, has also been shown as a potentially powerful tool for gaining perspective and self-compassion (Osimo et al., 2015). Embodiment has the potential to greatly enhance social encounters compared to non-immersive on-screen interactions, given the physical nature of interactions afforded by immersive systems, such as social touch, social presence, non-verbal communication and other (Maloney and Freeman, 2020). Furthermore, these self-representations can impact how we think, feel and act, much like physical ones (Adam and Galinsky, 2012; Banakou et al., 2018; Huang et al., 2011). Consequently, this straightforward yet remarkable mechanic has the potential to serve as a powerful empowerment tool, as suggested by controlled studies and social VR users alike (Freeman et al., 2022; Osimo et al., 2015).
Despite a substantial body of research investigating outcomes related to user representation in both on-screen and virtual reality contexts, an overview of immersive gameful social interaction literature indicates limited overlap between these two technological or context domains (Bujić et al., 2022). Research on social interactions within such environments has predominantly focused on interactions with computer agents, highlighting particular aspects of representation, such as anthropomorphism, while at the same time often neglecting multi-user scenarios. A recent systematic review of avatar visualisation supports these findings (Weidner et al., 2023), noting a strong preference for realistic, anthropomorphic and personalised avatars that resemble the user’s physical appearance. Conversely, examining the diverse landscape of freely available social VR applications like
This preregistered laboratory experiment study aims to fill this gap by investigating
Background
Self-representation in virtual environments
Individuals often subconsciously or intentionally alter their self-representation to fit a specific occasion or goal (Baumeister, 1982; Human et al., 2012). Digital environments remove physical and biological constraints opening up new possibilities, although many users still prefer to personalise their self-representation, or make them in their image (Freeman et al., 2020; Messinger et al., 2008). The creation of avatars enables people to address or rectify perceived flaws in the real world (Bessière et al., 2007; Morie, 2014) and experiment with playful forms that may be socially inappropriate or physically impossible (Mancini and Sibilla, 2017).
Interactive media in particular, such as video games, often provide the opportunity to customise these digital self-representations, or avatars, which are potentially linked to users’ identification with them (Sibilla and Mancini, 2018) by aligning the virtual self with one’s own image or matching the needs and context of the experience (Hudson and Hurter, 2016). The reasons for designing an avatar in a specific manner at a given time depend on numerous factors, similar to any other self-representation choice such as appropriate attire. However, both physical and digital representations affect how we think and act (Adam and Galinsky, 2012; Banks, 2015; Frank and Gilovich, 1988; Huang et al., 2011), similarly, people primarily conform to the biases, stereotypes and other meanings associated with their avatars, a phenomenon known as the ‘Proteus effect’ (Praetorius and Görlich, 2021; Yee and Bailenson, 2007). The attractiveness of the avatar can influence intimate behaviours, interpersonal distance and self-disclosure during an interaction, while the height of the avatar can affect aggressive behaviour and confidence during a negotiation task (Yee and Bailenson, 2007).
Comparable and even stronger effects occur with the body ownership illusion, the phenomenon of confusing a VR avatar’s body with their own (Maselli and Slater, 2013), where avatar traits have been found to influence individuals’ behaviour, perception and cognition, such as antisocial tendencies Peña et al., 2009), racial bias (Peck et al., 2013), size estimation (Banakou et al., 2013) and cognitive task performance (Banakou et al., 2018), among others. Collectively, this research forms a foundation for understanding the extensive possibilities and implications, highlighting the importance of ‘virtual skins’ and self-perceptions. However, most of these insights within the VR context are based on controlled and imposed representations that are frequently stereotypical and serve as proofs of concept, rather than those freely selected by users.
Self-discrepancy and self-representations
Humans consistently define themselves by observing and analysing their behaviours and the contexts in which they occur (Bem, 1972; Robak, 2001). This process of self-perception involves not only how individuals view themselves (intrapersonal), but also how they are influenced by the reactions, feedback and expectations of others (interpersonal), whether these are real or imagined. Through both intra- and interpersonal pathways, individuals construct their personal and socially mediated self-concepts, encompassing ideas and beliefs about who they are in different contexts (Sanitioso and Wlodarski, 2004; Wallace and Tice, 2012). Moreover, the self-discrepancy theory (Higgins, 1987) identifies three domains of self: actual (how one perceives their true self), ideal (how one perceives they should be) and ought (how one perceives others think they should be). These domains are in constant negotiation, and the discrepancies between actual-ideal and actual-ought have significant effects on both intrapersonal aspects such as mental health (Mason et al., 2019) and interpersonal aspects such as interaction, shyness and external shame (Amico et al., 2004).
The importance of self-concepts and self-discrepancies extends to virtual settings as well. Individuals with less stable self-concepts may present differently online compared to offline (Fullwood et al., 2016; Strimbu and O’Connell, 2019). Digital self-presentation choices can be context-sensitive, with users customising avatars while taking into account the platform and social experiences (Freeman et al., 2020). In this context, self-discrepancies influence customisation choices and the resulting avatar style (Loewen et al., 2021; Mancini and Sibilla, 2017). Therefore, customising one’s virtual self-representation could serve as a tool to explore various self-perspectives, reinvent yourself or cope.
Hypotheses and exploratory research questions
Due to the limited grounds and complexity of the research model (Figure 1), this study employs a combination of confirmatory and exploratory research methods. Confirmatory hypotheses consider the role of Agency vs No-Agency in self-representation and self-perceptions as outcomes (H1 and H2), as well as the interaction effects of individual differences in Self-discrepancies (H3). Here, Self-evaluation and Actual-Ideal discrepancy present intrapersonal and Other as shamer and Actual-Ought interpersonal dimensions of the model.

The model of the study representing trait, manipulation and outcome levels with the proposed hypotheses and exploratory research questions.
As a further exploration of these mechanisms, exploratory research questions investigate the relationship between self-discrepancies and customisation in terms of avatar style preference (
Method
A repeated-measures between-subjects experiment (
The design included considerations of sample size against the study’s aims as well as multiple other relevant factors such as resource constraints and effect sizes of interest. As such, a sample of
For this study, we followed national and University-specific guidelines for research integrity and ethics (
Participants
A non-probability convenience sample (
The validity of the data collected was controlled in multiple ways. For example, attention cheques were implemented in the questionnaires using items that required a specific answer, and responses were discarded if the collaborators met in person. The dataset used in the analysis contains
Procedure
The procedure consisted of several identical steps in the Agency and No-Agency conditions (Figure 2), with the sole difference of whether the pairs of participants were assigned their customised avatar or a premade ‘neutral’ one. Recognising that no single representation can truly be neutral and devoid of perceived characteristics, we have designed it through an iterative process with the goal of maximising ambiguity. The process included 10 researchers creating avatars and rating the selection, while aiming for the lowest consensus on the avatar’s perceived gender (Zhang and Juvrud, 2024) and ethnicity (the panel consisted of 3 females and 7 males of 3 ethnicities). Although an alternative approach would have been to assign a different randomly generated avatar to each participant, this would have introduced significant noise and variation to the data and, more importantly, would render the experiment not replicable. Thus, the same avatar was assigned to all participants in the No-Agency condition, reflecting the intended lack of customisation and personalisation alike.

Procedure steps.
First, participants completed the pre-survey at their convenience and booked the on-site experiment. On-site, they were first familiarised with the customisation and collaboration tasks. The avatars were created using the online avatar creation tool

The virtual environments of the in-VR procedure and view of a No-Agency avatar and the collaborative task.
VRChat was selected as the experimental platform because it facilitates the creation of a private multi-user environment for the implementation of the CoBlok task, and allows for the quick and reliable import of custom avatars. In addition, full-body tracking and embodiment were realised through a 6-point tracking system as supported by the inverse kinematics solution in VRChat (IK 2.0). Head movements of the avatar were tracked by the HTC Vive Pro Eye head-mounted display, hands by two Valve Index controllers, while the tracking of the pelvis and feet were provided by three HTC Trackers 3.0. For enhancing immersion and intimate connection with the self-representation, participants explored their avatar and its movements in front of a virtual mirror and they were placed along most of the walls of the environment so that participants could often anchor themselves as their avatar (Mottelson et al., 2023; Spanlang et al., 2014).
Materials
Task
The collaborative scenario was based on an adapted version of CoBlok (Wikström et al., 2020). It is a puzzle task requiring collaboration to construct a composite shape corresponding to two individual 2D perspectives of the final composition. The participants could manipulate 5 different geometric primitives (cube, sphere, cylinder, pyramid and cone) and assemble an arrangement of 2–4 objects congruent to both 2D images (see Figure 3). For example, a sphere would be seen as a circle by both participants, while a pyramid would be seen as a square by one participant and a triangle by the other. Without both perspectives, it was impossible to be certain of the correct arrangement. Instead of an automated check, participants were required to negotiate whether the solution was correct. A screen capture video from a participant’s perspective in the Agency condition is available alongside this article as supplementary material.
Measures
Data consist of a combination of psychometric and interview data. Psychometric instruments were selected based on their conceptual relevance and demonstrated rigour in terms of validity and reliability throughout the literature due to the lack of opportunity to conduct a full validation study with the current experiment setup and sample size. However, internal reliability was assessed using McDonald’s Omega coefficient (w) as needed.
Self-perceptions (Figure 1) were measured on two levels that could conditionally be presented as referring to intrapersonal and interpersonal aspects. The levels represent an individual’s perception of self but in relation to them as an individual (
For
Collection of
Finally, agentic preferences and choices regarding
Analyses
Analyses were conducted using a multi-method approach combining confirmatory null hypothesis testing with data exploration techniques and qualitative interview data transformed into a categorical variable. Ad hoc hypotheses were probed using (a) one-tailed or two-tailed paired samples tests FVGas appropriate, and (b) thorough critical examinations of graphical data representations when statistical inference tests were not suitable or were underpowered, such as for more nuanced moderation tests. All analyses, statistics and graphical data presentations were made using the open statistical platform Jamovi v2.3,
2
including the package
The qualitative data from the voluntary interviews (
First, three authors coded all of the interviews independently with over 90% consistency, while five interviews were discarded due to lack of information or clarity regarding their motivated avatar styles. Second, initial disagreements in coding were discussed and resolved with the additional exclusion of one respondent as all three coders agreed that the interview response has not provided enough information for reliable categorisation. The final results (
Results
Before examining the proposed hypotheses, we inspected the basic descriptive statistics and properties of the data composition and relationships between variables. The overview of all psychometric variables (Table 1) suggested prevalent non-normal distributions based on the Shapiro-Wilk test and prompted the use of non-parametric tests in all analyses due to the violated assumption of normality. Thus, the primary focus is on medians (Mdn) and interquartile ranges (IQR), while means (
Descriptive statistics of self-evaluation, other as shamer and self-discrepancy measures per condition.
Moreover, a non-parametric correlation test, Kendall’s Tau B, was used to examine relationships between variables for the entire sample (Figure 4). Primarily, there was a strong correlation seen between the intra- and interpersonal aspects of Self-perception–Self-evaluation and Other as shamer. On the other hand, it was surprising that no base relationship was found between self-discrepancies (Actual-Ideal and Actual-Ought) and measures of Self-perception.

Correlations (Kendall’s Tau
Avatar customisation and self-perception
H1: customisation and self-evaluation
Paired tests of pre- and post-scores for Self-evaluation were conducted for each of the conditions separately (Agency and No-Agency) corresponding to H1a and H1b respectively. As hypothesised (H1a), those in the Agency condition reported higher Self-evaluation after the experiment than before it, with only one pair of values tied and a moderate effect size in a one-tailed test (
H2: Avatar customisation and other as shamer
Wilcoxon signed-rank tests were again used to test for changes in Other as shamer depending on whether participants used the avatar of their choice or a default one (H2). Again, a one-tailed test was used for the Agency condition as it was hypothesised that the prominence of external shame as measured via Other as shamer would be lower when having freedom to use the preferred self-representation (i.e. avatar) (H2a). However, this hypothesis was not supported (
H3: interaction effects of self-discrepancies
Together with the main effects of Agency or No-Agency in avatar customisation, we hypothesised about the mechanisms for the change or lack thereof. Mainly, we related what we conditionally call intra- (Actual-Ideal) and interpersonal (Actual-Ought) Self-discrepancies to corresponding Self-perception outcomes of Self-evaluation (H3a) and Other as shamer (H3b). As a starting point, Self-discrepancies did not appear to influence baseline Self-perceptions (Figure 4). Due to the properties of the data and the inappropriateness of applying parametric inference tests to them, H3a and H3b are examined in depth using exploratory data techniques. To this end, Self-discrepancy values were transformed into dichotomous variables (high and low values) divided around the corresponding median values, and presented using panel-based visualisations where the two panels represent the two conditions (Figure 5). Using this approach, it is relatively straightforward to inspect whether outcomes were different for different moderating values in each of the conditions.

Graphical examinations of the interaction between the conditions, self-discrepancies and self-perceptions.
For H3a and H3b, it was hypothesised that any effects of the Actual-Ideal and Actual-Ought discrepancies on the Self-evaluation and Other as shamer change, respectively, would be smaller in the Agency than in the No-Agency group. This was based on the premise that the opportunity to use the customised avatar allows users to self-regulate Self-discrepancies. Although conclusions cannot be drawn without appropriate tests since the current data do not allow truly distinct effects, there appear to be trends in the relationship between Self-discrepancies and outcomes depending on the condition (Figure 5). For self-perception, Self-evaluation and Other as shamer, it seems likely that the changes are more stable (as reflected through median values and variance) in the Agency than No-Agency condition regardless of the magnitude of the corresponding Self-discrepancy (Actual-Ideal and Actual-Ought, respectively).
In addition to investigating the hypothesised interaction effects, there was a follow-up exploratory cross-examination of self-discrepancies and self-perception due to intrinsic relatedness between the intra and interpersonal levels through binned visualisations (Figure 1). This vein suggested a relevant interaction relationship in this sample between the condition, Actual-Ought discrepancy and Self-evaluation pre-post difference (Figure 6). Whereas the pre-post difference in Self-evaluation (SEVdiff) appears to be relatively stable in the Agency condition for any magnitude of the Actual-Ought discrepancy, a higher discrepancy in the No-Agency condition tended to be related to a lower or even negative change in the self-reported Self-evaluation.

Actual-ought discrepancy and self-evaluation (left) and actual-ideal discrepancy and other as shamer (right) pre-post differences per condition.
On the other hand, no trends could be concluded when looking at the conditions, Actual-Ideal discrepancy and Other as shamer difference scores (Figure 6). Although the middle panel, showing mid-magnitude of the Actual-Ideal discrepancy, suggests a sudden striking difference between the conditions, adjacent panels do not provide support for interaction effects. Taken together and for the purpose of not overinterpreting the data, the middle panel is thus considered a statistical artefact rather than indicative of possible true effects.
Exploring self-discrepancy, avatar style preferences and self-perceptions
Finally, a mixed-method approach was used to explore the following relationships in a collaborative VR task: (a) between the preexisting Actual-Ideal and Actual-Ought discrepancies on one side and avatar style preference on the other (eRQa), and (b) between the avatar style preference and Self-perception outcomes (eRQb). Differing preferences in customising the avatar could shed light on the mechanism of the Agency condition’s effects on self-perceptions through the use of their customised avatar in representation. Surprisingly, there was a balanced distribution of Actual, Ideal and Other styles, but disproportionally few reported that their motivations were guided by appeasing another (Ought style). The following are example quotations in each of the 4 categories:
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Due to the scarcity of data points for each avatar style category, it was not feasible to conduct any inference tests, so exploratory techniques were used to analyse the data instead. A significant limitation is the insufficient number of ought-related motivations, as only two interviewed participants cited their motivations as being influenced by others’ perceptions of them.
First, the relationship between Self-discrepancies and avatars was examined using the high-low dichotomous discrepancy variables and avatar styles (Table 2). Notably, those who were aiming to create idealised or wishful avatars were likely to report relatively higher Self-discrepancies, both in terms of Actual-Ideal and Actual-Ought. Otherwise, low discrepancies appear to somewhat support Actual and Other styles, although neither of those motivations is characterised by prominently low discrepancies, and the differentiation between the two does not seem definitive in this regard.
Frequency table of high and low discrepancies and avatar styles.
Second, potential relationships between the chosen avatar style or self-representation and self-perception changes were examined using boxplots of pre-post Self-evaluation differences per avatar style (Figure 7). However, since no significant change was previously suggested in the Other as shamer measure (see 0.0.0), only the pre-post difference in Self-evaluation was considered. It appears that the Ideal avatar style predicts a higher post Self-evaluation when compared to the pre-test; interestingly, the Other style, representing playful and exploratory motivations, appears to also demonstrate a positive trend; finally, the Actual style shows a high variance in Self-evaluations but overall an arguably neutral one on average (Figure 7).

Boxplots of self-evaluation pre-post difference per avatar style.
Discussion
Due to the increasing prevalence of immersive virtual reality applications in almost all forms of social interaction, it is increasingly relevant to investigate
Taken together (see Figure 1), the confirmatory and exploratory results suggest a limited but positive effect of self-representation agency on users’ self-perceptions before and after the VR task where they embodied their preferred avatar (H1a). However, the effects of self-discrepancies on different aspects of self-perceptions were not clear, but implied a strong interaction between the interpersonal and intrapersonal layers of discrepancies and outcomes, suggesting further investigation of this interaction while accounting for other traits depending on the context in question (H2). Furthermore, there was evidence that using a customised avatar played a role in diminishing the negative effects of the actual-ought discrepancy and was related to a higher positive Self-evaluation compared to the group that could not customise their avatar (H3). Moreover, our results indicated that participants’ avatar style preferences could to some extent be explained by the magnitudes of Actual-Ought and Actual-Ideal discrepancies (eRQa), and in turn moderately predict self-evaluation outcomes, with Actual style (i.e. created in their own image) appearing to be the most neutral in this regard (eRQb). However, it should be emphasised that these results support implications of users’ self-selected rather than imposed avatar styles and as such are not generalisable to the latter scenario. Ultimately, these results highlight the importance of the interaction of individual differences and styles in eliciting certain effects, rather than suggesting that imposing a certain style on all users necessarily yields favourable results in regards to self-perception outcomes. Overall, this study provides support for self-representation as a potential tool for empowerment in virtual worlds while emphasising a complex interaction of the intra- and interpersonal aspects of this relationship.
Differing contexts, differing minds
It should be considered that the evidence and its generalisation are bound by the study setup and context. Although such procedurally randomised trials are necessary for rigorously controlled comparison of a manipulation’s effects, they unavoidably impose an arguably serious framing on the participants. Participants are aware that they are ‘observed’ and might feel as if their personal actions will be evaluated, influencing their experience (see Hawthorne effect (McCambridge et al., 2014)). Thus, the experiment frame poses two possible broader issues in the context of the study objectives, namely freedom and privacy, reducing the potential for playfulness, exploration and exaggeration in avatar creation and the resulting experiences (Freeman and Maloney, 2021). This and possible similar studies should then be analysed integratively with other approaches, such as surveys and in-game interviews (Freeman and Maloney, 2021), and perhaps even series of smaller impromptu experiments within existing immersive virtual worlds’ users (Saffo et al., 2020). When contrasting such approaches, special care should be given to the contexts and their explicit or implicit constraints in players’ mindsets while deliberating their self-representation style and motivations for it.
Similarly, this study design involved a pronounced social aspect, basing the VR task on the collaboration of user pairs. Privacy and intimacy of the player-avatar relationship are thus limited not only by the experimenters as observers but also by their collaborators as their social judges. For this reason, we expect that the customisation preferences would to an extent be shaped by the social factor. When it comes to outcomes, although the system provided no indication of whether the provided puzzle solutions were correct, participants’ perceived failure or lack of contribution could have influenced feelings of external shame. While this potential effect is presumably equally distributed across the two conditions, it might be interesting for future research to manipulate the system’s feedback on the provided solution so as to further investigate the relationship between avatar customisation and self-perceptions in adverse scenarios.
In addition, the pairs of participants were physically close by, not completely anonymous and distant (Thibault and Bujić, 2022), with the possibility of meeting each other or being recognised after the experiment. All of these circumstances probably contributed to the detected but not hypothesised interaction effects involving Actual-Ought discrepancy and Self-evaluation (i.e. intra- and interpersonal layers). Thus, these results should be taken together and expanded with single-player scenarios or, for example, even through the design of between-subject studies with identical procedures while omitting the social aspect.
However, it is clear that users’ experience in collaborative VR environments can be improved and even made more pleasant by enabling them to customise their avatars (e.g. playful avatars in the Other category), as it might not only be fun in itself, but also improve how they perceive themselves (Table 2). Although the research focus is often on personalised avatars as the technologies enabling hyperrealism are developing (e.g. Koek and Chen, 2024), these results suggest that idealised or playful self-representations might be more beneficial, emphasising the benefits of diversity in customisation options (Table 2; Figure 7).
Avatar as a tool
As embodied gameful virtual reality experiences are not yet as common as on-screen, involving different approaches as described above is relevant for potentially differing effects of repeated exposures on sustained changes and particularly the novelty of embodiment. Players may not be aware of the unique sense of the illusion of body ownership of a VR avatar (Maselli and Slater, 2013) and how it might affect them. Consequently, they would not be as proficient in, consciously or subconsciously, customising the avatar so as to reap the highest benefits of the embodiment phenomenon by using the customisation agency as a tool. Moreover, as seen here to some extent, even experienced users often seem to exhibit avatar style preferences for the Actual self (Mancini and Sibilla, 2017) and it would be interesting to investigate whether it would be due to certain individual differences that leave them not particularly affected by, for example, Proteus effects (Praetorius and Görlich, 2021; Yee and Bailenson, 2007), low discrepancies, or something not yet considered. Ultimately, as our understanding of the affordances of a system grows, so do our behaviours and habits. First-time or short-term use might differ from experienced or long-term use as users become aware of the possibilities and related experiences. On the one hand, as immersive applications are becoming more widespread, it is increasingly important to develop representational literacy in users and provide them with tools for exploration and building strategies when it comes to their digital selves; on the other, particularly serious contexts such as education and mental well-being could benefit from understanding these relationships between individual differences, agency in avatar customisation and users’ self-perceptions.
However, both conditions in this study arguably contain a kernel of self-representation agency, or at least its imagination. Implementing the procedure step where both groups had the task of considering their choice of self-representation and creating the desired avatar was necessary to control the effects of
Moreover, avatar customisation was limited to human and human-like avatars, with some possibilities to select a costume or otherwise clothing that conceals physical attributes and becomes the centre of the self-representation. The participants’ agency was then limited to an extent, as there were relatively few opportunities for metaphorical expressions such as through fantastical and supernatural representations, or animals (Krekhov et al., 2019). Although some restrictions in this regard will probably always exist based on the system or the range of premade avatars available, metaphorical representations might be particularly suitable for the empowerment of some players and especially so for playful exploration of self-expression (Yee, 2006).
Future issues for studies on VR avatars
The field of user– or player–avatar studies and especially in the context of embodied VR would greatly benefit from novel conceptualisations and frameworks that review, contrast and integrate existing perspectives. Some existing relevant veins, as mentioned previously, include avatar preferences, player-avatar parasocial relationships, player types and the Proteus effect. Current studies on embodiment effects are predominantly based on replicating or exploiting individual psychological theories and effects that are sometimes not even accessible in physical reality (Beyea et al., 2023; Pan and Hamilton, 2018). However, the more complex and dynamic mechanics and effects related to the user, embodiment & avatar and the contextual in-between of the self are largely missing meaningful considerations (Bujić et al., 2022). Some attention to this was given, for example, as a response to reductionist player typologies and suggested differentiation between the person (user), personage (character) and persona as the self that is in-between and shaped by both the person and personage (Vahlo, 2018), although with limited development. However, the field lacks suitable frameworks and the following tools to fully understand the dynamics between the user and an embodied avatar. This investigation is necessary for enabling user literacy on what they truly engage with within these experiences, as well as for predictable, meaningful and sustainable use of virtual reality technologies.
Similarly, even if a boundless avatar customisation system were available, there is a lack of comprehensive conceptual frameworks and operationalisations to appropriately examine the possible effect of nuanced self-representations, and particularly so with the added complexity of individual cultural, social, embodied and psychological differences. This study is thus limited by the existing concepts and instruments that are used as a composite collection that combines different approaches and theories rather than examining them within an existing framework that integrates the physical and virtual self. As such, other individual differences could be examined in future studies, such as cultural differences in the perception of visual self-representations and their appropriateness in different contexts, subculture identities that could influence their virtual behaviour such as related to gaming or transhumanism, or the role of body image or social anxiety. Similarly, other outcomes that would be relevant in this context could relate to changing one’s schema of self-concepts as ideas of what constitutes or shapes the individual and how the processes of self-appraisal and perceptions of others’ appraisal of oneself interact with embodied virtual self-representations.
Conclusion
This study contributes to our understanding of user–avatar relationships through a mixed-method experiment in a collaborative embodied VR setting. It builds on existing veins of research on embodiment, avatar customisation and the implications of avatars on self-perceptions by studying these aspects in a controlled social VR environment and further differentiating between intrapersonal and interpersonal layers of the dynamics between them. Key findings suggest that allowing users to customise their avatars has a positive effect on their self-perceptions during social interactions but that these effects are highly individual and likely context dependent and require extensive further research. This study also shifts the focus from personalised to idealised and playful versions of self-representations as most beneficial, although it is unclear whether imposing such styles on all users would have the same effect. In sum, this work suggests that providing opportunities for customisation enables better social VR experiences, reinforcing the importance of the choice of avatars in full-body VR and the complexity of the user–avatar relationship.
Footnotes
Data availability statement
Funding
Author biographies
References
Supplementary Material
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