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Sunday, April 20, 2025

Self-fulfilling prophecy

From Wikipedia, the free encyclopedia
https://en.wikipedia.org/wiki/Self-fulfilling_prophecy

A self-fulfilling prophecy is a prediction that comes true at least in part as a result of a person's belief or expectation that the prediction would come true. In the phenomena, people tend to act the way they have been expected to in order to make the expectations come true. Self-fulfilling prophecies are an example of the more general phenomenon of positive feedback loops. A self-fulfilling prophecy can have either negative or positive outcomes. Merely applying a label to someone or something can affect the perception of the person/thing and create a self-fulfilling prophecy. Interpersonal communication plays a significant role in establishing these phenomena as well as impacting the labeling process.

American sociologists W. I. Thomas and Dorothy Swaine Thomas were the first Western scholars to investigate this phenomenon. In 1928, they developed the Thomas theorem (also known as the Thomas dictum): "If men define situations as real, they are real in their consequences." Another American sociologist, Robert K. Merton, continued the research, and is credited with coining the term "self-fulfilling prophecy" and popularizing the idea that "a belief or expectation, correct or incorrect, could bring about a desired or expected outcome." The works of philosophers Karl Popper and Alan Gerwith also contributed to the idea.

History

An early precursor of the concept appears in Edward Gibbon's Decline and Fall of the Roman Empire: "During many ages, the prediction, as it is usual, contributed to its own accomplishment".

The phrase "self-fulfilling prophecy" was coined by Robert K. Merton, a sociologist who also developed the ideas of anomie, social structure, and the modes of individual adaption. In his book Social Theory and Social Structure, he uses the example of a bank run to show how self-fulfilling thoughts can make unwanted situations happen. In his illustration, rumors spread about the town that the local bank is going to file for bankruptcy, causing many people to rush to the bank and close their accounts. Because banks do not keep their total assets in cash, the bank was unable to fulfill all its customers' withdrawals, which eventually caused the bank to go bankrupt. Merton concludes with the analysis, "The prophecy of collapse led to its own fulfillment".

While Merton's example focused on self-fulfilling prophecies within a community, self-fulfilling prophecies also apply to individuals, as individuals often conform to the expectations of others. This is also known as the Pygmalion effect, based on the experiments by Robert Resenthal and Lenore Jacobson, where teachers were told that a random selection of students were expected to perform exceptionally well; those students showed a significant increase in test scores at the end of the year.

Philosopher Karl Popper called the self-fulfilling prophecy the Oedipus effect:

One of the ideas I had discussed in The Poverty of Historicism was the influence of a prediction upon the event predicted. I had called this the "Oedipus effect", because the oracle played a most important role in the sequence of events which led to the fulfilment of its prophecy. [...] For a time I thought that the existence of the Oedipus effect distinguished the social from the natural sciences. But in biology, too—even in molecular biology—expectations often play a role in bringing about what has been expected.

The idea is similar to that discussed by the philosopher William James as "The Will to Believe." But James viewed it positively, as the self-validation of a belief.

Applications

Examples abound in studies of cognitive dissonance theory and the related self-perception theory; people will often change their attitudes to come into line with what they profess publicly.

In the United States, the concept was broadly and consistently applied in the field of public education reform, following the "War on Poverty", as teacher expectations have been shown to influence student academic performance. Theodore Brameld noted: "In simplest terms, education already projects and thereby reinforces whatever habits of personal and cultural life are considered to be acceptable and dominant." The effects of teacher attitudes, beliefs, and values, affecting their expectations have been tested repeatedly, most notably in the Pygmalion in the Classroom study, where teachers were told arbitrarily that random students were likely to show significant intellectual growth. As a result, those random students actually ended the year with significantly greater improvement when given another IQ test. Though the changes may be subconscious, teachers who have higher expectations typically give "more time to answer questions, more specific feedback, and more approval". Likewise, students who have positive experiences with their teachers may study more. Academic self-fulfilling prophecies can be negative, however: one study indicated that female students may perform worse if they expect their male instructor to be sexist.

The phenomenon of the "inevitability of war" is a self-fulfilling prophecy that has received considerable study.

Fear of failure leads to deterioration of results, even if the person is objectively able to adequately cope with the problem. For example, fear of falling leads to more falls among older people.

Americans of Chinese and Japanese origin are more likely to die of a heart attack on the 4th of each month, due to the number four being considered unlucky and a portent of death.

Moore's law predicting that the number of transistors in an integrated circuit (IC) doubles about every two years is often considered as a self-fulfilling prophecy.

The belief that a bank is insolvent may help create the fact, but confidence in the bank's prospects may improve them. Similarly, stock-exchange panics and speculative bubbles can be both triggered by a widespread belief that the stock will go down (or up), thus starting the selling/buying mass move, etc.

People adapt to the judgments and assessments made by society, regardless of whether they were originally correct or not. There are certain prejudices against a socially marginalized group (e.g., homeless people, drug addicts or other minorities), and therefore, people in this marginalized group actually begin to behave in accordance with expectations.

Relationships

A leading study by Columbia University found that self-fulfilling prophecies have some part in relationships: the beliefs by people in relationships can impact the likelihood of a breakup or the overall health of the relationship. L. Alan Sroufe suggested that "rejection expectations can lead people to behave in ways that elicit rejection from others." The study looked at the inner workings behind the role of self-fulfilling prophecies in romantic relationships of people who were deemed high in rejection sensitivity, which was defined as "the disposition to anxiously expect, readily perceive, and overreact to rejection". The study found that women were more likely to experience rejection sensitivity in comparison to the negativity held by men about the future of their relationships, and that women sensitive to rejection "may be more likely to behave in ways that exacerbate conflicts," which could lead to behavior that would "erode their partners' relationship satisfaction and commitment."

Other specific examples discussed in psychology include:

International relations

Self-fulfilling prophecies have been apparent throughout history with the 'Thucydides trap': the occurrence of a rising power threatening a ruling or dominant power. Thucydides was an Athenian historian and general who recorded the Peloponnesian war between Sparta and Athens. He wrote, "It was the rise of Athens and the fear that this instilled in Sparta that made war inevitable."

Another example of self-fulfilling prophecies is the United States' invasion of Iraq in 2003. The invasion was based on the assumption that Iraq posed a terrorist threat to the United States, though evidence shows that no threat was actually posed. The invasion and subsequent overthrowing of the regime resulted in Iraq becoming a stronghold for the terrorist organization Al Qaeda, thus fulfilling the initial belief of a potential threat.

Stereotype

Self-fulfilling prophecies are one of the main contributions to racial prejudice and vice versa. According to the Dictionary of Race, Ethnicity & Culture, "Self-fulfilling prophecy makes it possible to highlight the tragic vicious circle which victimizes people twice: first, because the victim is stigmatized with an inherent negative quality; and secondly, because he or she is prevented from disproving this quality." An example is given where white workers expected that black people would be against the principles of trade unionism because they considered black workers to be "undisciplined in traditions of trade unionism and the art of collective bargain-ing." Due to this belief, black workers were not hired at white-owned businesses, which made black workers unable to learn the principles of trade unionism, and thus prevented them from unionizing.

Teachers can encourage stereotype-based courses and can interact with students in a manner that encourages self-fulfilling thoughts: for example, female students may seem to be bad at math if teachers never encouraged them to improve their mathematical abilities.

The term "self-fulfilling prophecy" made its first appearance in educational literature in the 1960s, when African-American psychologist Kenneth B. Clark studied the responses of black children to black and white dolls. The responses from Clark's study ranged from some children calling the black doll ugly to one girl bursting into tears when prompted to pick the doll she identified with. The black children internalized the inferiority they learned and acted accordingly. Clark, whose work pushed the Supreme Court to desegregate schools, noted the influence of teachers on the achievement levels between Black and White students. This prompted Clark to begin a study in ten inner-city schools where he assessed the attitudes and behaviors of teachers. The belief held by teachers was that minority students were unintelligent, and therefore the teachers put no effort into teaching them. This led to a feedback loop of those students not being educated, and thus being perceived as unintelligent.

Literature, media, and the arts

In literature, self-fulfilling prophecies are often used as plot devices. They have been used in stories for millennia, but are especially popular in science fiction and fantasy. They are often used for dramatic irony, with the prophesied events coming to pass due to the attempts to prevent the prophecy. They are also sometimes used as comic relief.

Classical

Many myths, legends, and fairy-tales make use of this motif as a central element of narratives that are designed to illustrate inexorable fate, fundamental to the Hellenic world-view. In a common motif, a child, whether newborn or not yet conceived, is prophesied to cause something that those in power do not want to happen, but the prophesied events come about as a result of the actions taken to prevent them.

Greek

The word "prophet" is derived from the Greek word prophete, meaning "one who speaks for another."

Oedipus in the arms of Phorbas

The best-known example from Greek legend is that of Oedipus. Warned that his child would one day kill him, Laius abandoned his newborn son Oedipus to die, but Oedipus was found and raised by others, and thus in ignorance of his true origins. When he grew up, Oedipus was warned that he would kill his father and marry his mother. He sought to avoid this, and, believing his foster parents to be his real parents, left his home and travelled to Greece, eventually reaching the city where his biological parents lived. There, he got into a fight with a stranger, killed him, and married his widow, only to discover that the stranger he had killed was his biological father, and his new wife was his biological mother.

Although the legend of Perseus opens with the prophecy that he will kill his grandfather Acrisius, the prophecy is only self-fulfilling in some variants. In some, he accidentally spears his grandfather at a competition—an act that could have happened regardless of Acrisius' response to the prophecy. In other variants, his presence at the games is due to his hearing of the prophecy. In still others, Acrisius is one of the wedding guests when Polydectes tries to force Danaë to marry him, and is accidentally killed when Perseus turns all the guests to stone with the Gorgon's head.

Greek historiography provides a famous variant: when the Lydian king Croesus asked the Delphic Oracle if he should invade Persia, the response came that if he did, he would destroy a great kingdom. Assuming this meant he would succeed, he attacked, only to fail—the kingdom he destroyed was his own.

When it was predicted that Cronos would be overthrown by his son, and usurp his throne as King of the Gods, Cronus ate his children, each shortly after they were born, enraging his wife, Rhea. To get revenge, when she bore Zeus, she gave Cronos a stone to eat instead, sending Zeus to be raised by Amalthea. Cronos' attempt to avoid the prophecy made Zeus his enemy, ultimately leading to its fulfilment.

Roman

Romulus and Remus nursed by a she-wolf

The story of Romulus and Remus is another example. According to legend, a man overthrew his brother, the king. He then ordered that his two nephews, Romulus and Remus, be drowned, fearing that they would someday kill him as he did to his brother. The boys were placed in a basket and thrown in the Tiber River. A wolf found the babies and she raised them. Later, a shepherd found the twins and named them Romulus and Remus. As teenagers, they discovered their heritage, and killed their uncle in revenge, fulfilling the prophecy.

Arabic

A variation of the self-fulfilling prophecy is the self-fulfilling dream, which dates back to medieval Arabic literature. Several tales in the One Thousand and One Nights, also known as the Arabian Nights, use this device to foreshadow what is going to happen, as a special form of literary prolepsis. A notable example is "The Ruined Man Who Became Rich Again Through a Dream", in which a man is told in his dream to leave his native city of Baghdad and travel to Cairo, where he will discover the whereabouts of some hidden treasure. The man travels there and experiences misfortune after losing belief in the prophecy, ending up in jail, where he tells his dream to a police officer. The officer mocks the idea of foreboding dreams and tells the protagonist that he himself had a dream about a house with a courtyard and fountain in Baghdad where treasure is buried under the fountain. The man recognizes the place as his own house and, after he is released from jail, he returns home and digs up the treasure. In other words, the foreboding dream not only predicted the future, but the dream was the cause of its prediction coming true. A variant of this story later appears in English folklore as the "Pedlar of Swaffham".

Another variation of the self-fulfilling prophecy can be seen in "The Tale of Attaf", where Harun al-Rashid consults his library (the House of Wisdom), reads a random book, "falls to laughing and weeping and dismisses the faithful vizier" Ja'far ibn Yahya from sight. Ja'far, "disturbed and upset flees Baghdad and plunges into a series of adventures in Damascus, involving Attaf and the woman whom Attaf eventually marries." After returning to Baghdad, Ja'far reads the same book that caused Harun to laugh and weep, and discovers that it describes his own adventures with Attaf. In other words, it was Harun's reading of the book that provoked the adventures described in the book to take place. This is an early example of reverse causality. In the 12th century, this tale was translated into Latin by Petrus Alphonsi and included in his Disciplina Clericalis. In the 14th century, a version of this tale also appears in the Gesta Romanorum and Giovanni Boccaccio's The Decameron.

Hinduism

Krishna playing his flute with Radha

Self-fulfilling prophecies appear in classical Sanskrit literature. In the story of Krishna in the Indian epic Mahabharata, the ruler of the Mathura kingdom, Kamsa, afraid of a prophecy that predicted his death at the hands of his sister Devaki's son, had her cast into prison where he planned to kill all of her children at birth. After killing the first six children, and Devaki's apparent miscarriage of the seventh, Krishna (the eighth son) was born. As his life was in danger he was smuggled out to be raised by his foster parents Yashoda and Nanda in the village of Gokula. Years later, Kamsan learned about the child's escape and kept sending various demons to put an end to him. The demons were defeated at the hands of Krishna and his brother Balarama. Krishna, as a young man returned to Mathura to overthrow his uncle, and Kamsa was eventually killed by his nephew Krishna. It was due to Kamsa's attempts to prevent the prophecy that it came true, thus fulfilling the prophecy.

Ruthenian

Oleg of Novgorod was a Varangian prince who ruled over the Rus people during the early tenth century. As old East Slavic chronicles say, it was prophesied by the pagan priests that Oleg's stallion would be the source of Oleg's death. To avoid this he sent the horse away. Many years later he asked where his horse was, and was told that it had died. He asked to see the remains and was taken to the place where the bones lay. When he touched the horse's skull with his boot a snake slithered from the skull and bit him. Oleg died, thus fulfilling the prophecy. In the Primary Chronicle, Oleg is known as the Prophet, ironically referring to the circumstances of his death. The story was romanticized by Alexander Pushkin in his celebrated ballad "The Song of the Wise Oleg". In Scandinavian traditions, this legend lived on in the saga of Orvar-Odd.

European fairy-tales

Many fairy-tales, such as The Devil With the Three Golden Hairs, The Fish and the Ring, The Story of Three Wonderful Beggars, or The King Who Would Be Stronger Than Fate, feature a prophecy that a poor boy will marry a rich girl (or, less frequently, a poor girl will marry a rich boy). This is story type 930 in the Aarne–Thompson classification scheme. The girl's father's efforts to prevent it are the reason why the boy ends up marrying her.

Another fairy-tale occurs with older children. In The Language of the Birds, a father forces his son to tell him what the birds say: that the father would be the son's servant. In The Ram, the father forces his daughter to tell him her dream: that her father would hold an ewer for her to wash her hands in. In both, the father takes the child's response as evidence of malice and drives the child off; this allows the child to change so that the father will not recognize his own offspring later and so offer to act as the child's servant.

In some variants of Sleeping Beauty, such as Sun, Moon, and Talia, the sleep is not brought about by a curse, but a prophecy that she will be endangered by flax (or hemp) results in the royal order to remove all the flax or hemp from the castle, resulting in her ignorance of the danger and her curiosity.

Shakespeare

Shakespeare's Macbeth is another classic example of a self-fulfilling prophecy. The three witches prophecy that Macbeth will eventually become king, but that the offspring of his best friend will rule instead of his own. Spurred by the prophecy, Macbeth kills the king and his own friend, something he arguably would not have done otherwise, leading to a revolution against him, and his death. The later prophecy by the first apparition of the witches that Macbeth should "Beware Macduff" is also a self-fulfilling prophecy. If Macbeth had not been told this, then he might not have regarded Macduff as a threat. Therefore, he would not have killed Macduff's family, and Macduff would not have sought revenge and killed Macbeth.

Modern

New age religion

The law of attraction is a typical example of self-fulfilling prophecy. It is the name given to the belief that "like attracts like" and that by focusing on positive or negative thoughts, one can bring about positive or negative results. According to this law, all things are created first by imagination, which leads to thoughts, then to words and actions. The thoughts, words and actions held in mind affect someone's intentions which makes the expected result happen. Although there are some cases where positive or negative attitudes can produce corresponding results (principally the placebo and nocebo effects), there is no scientific basis to the law of attraction.

Sports

Some researchers from 2008 found that in basketball, the head coaches gave more biased feedback while the assistant coaches gave more critical feedback. They predicted this was due to the external expectations from the coaches to the athletes which could have resulted in the Pygmalion effect with positive and negative results.

Researcher Helen Brown published findings of two experiments performed on athletes, investigating the effect that the media has on them, and concluded that the athlete's performance was impacted by and aligned with expectations of their performance. A follow-up experiment in London found that such expectations can impact their judgement and thought processes, and can even have a dangerous and destructive impact on some athletes.

Causal loop

A self-fulfilling prophecy may be a form of causality loop. Predestination does not necessarily involve a supernatural power, and could be the result of other "infallible foreknowledge" mechanisms. Problems arising from infallibility and influencing the future are explored in Newcomb's paradox. A notable fictional example of a self-fulfilling prophecy occurs in classical play Oedipus Rex, in which Oedipus becomes the king of Thebes, whilst in the process unwittingly fulfills a prophecy that he would kill his father and marry his mother. The prophecy itself serves as the impetus for his actions, and thus it is self-fulfilling. The movie 12 Monkeys heavily deals with themes of predestination and the Cassandra complex, where the protagonist who travels back in time explains that he cannot change the past.

Proteus effect

From Wikipedia, the free encyclopedia

The Proteus effect describes a phenomenon in which the behavior of an individual, within virtual worlds, is changed by the characteristics of their avatar. This change is due to the individual's knowledge about the behaviors that other users who are part of that virtual environment typically associate with those characteristics. Like the adjective protean (meaning versatile or mutable), the concept's name is an allusion to the shape changing abilities of the Greek god Proteus. The Proteus effect was first introduced by researchers Nick Yee and Jeremy Bailenson at Stanford University in June 2007. It is considered an area of research concerned with the examination of the behavioral effects of changing a user's embodied avatar.

Overview

The Proteus effect proposes that the visual characteristics and traits of an avatar are associated with specific behavioral stereotypes and expectations. When an individual believes that others will expect certain behaviors from them because of their avatars' appearance, they will engage in those expected behaviors. Support for the Proteus effect comes from past research in real world scenarios that has shown how certain physical characteristics, like attractiveness and height, are often associated with more positive social and professional outcomes. Moreover, experimental manipulations of these characteristics in virtual environments have shown that individuals engage in stereotype-confirming behaviors.

This is part of a larger field of research that looks at the behavior of individuals who engage in computer-mediated communication (CMC). Although CMC comes in many forms (text, audio, video, etc.), the Proteus effect is particularly relevant to CMC in which individuals interact by using avatars. This effect is driven by the increased ability to control one's appearance in an online virtual environment. Virtual world environments allow users to control many aspects of their appearance that they cannot easily change in the real world (e.g., height, weight, facial features).

Theoretical background

Three psychological concepts that led to the development of the Proteus effect are behavioral confirmation, self-perception theory, and deindividuation, although since then further explanatory approaches and influencing factors such as priming and feedback loops through communication have been identified or proposed.

Behavioral confirmation

Behavioral confirmation refers to the effects that a perceiver's actions can have on the resulting behavior of an individual. Specifically, this concept proposes that interacting with individuals who hold preexisting stereotypes will lead the target of those stereotypes to engage in behaviors that will confirm the perceiver's expectations. The Proteus effect differs from behavioral confirmation in that it does not consider the actions of a perceiver. Instead, its goal is to explain how the individual's own stereotypes and expectations drives the change in behavior, independent of any social interactions that take place.

Self-perception theory

Self-perception theory states that individuals determine their attitudes and emotions by making observations about both their own behavior and the circumstances that led to those behaviors. It was first introduced as an alternative to cognitive dissonance, which argued that changes in behavior can result from an individual's attempt to eliminate tension from contradicting behaviors and beliefs. A series of studies on self-perception theory that looked at changes in behavior as a result of wearing black, a color associated with negative concepts like death and evil, were influential in the development of the Proteus effect. In these studies by Mark G. Frank and Thomas Gilovich, participants who watched video recordings of sports rated NFL and NHL players wore black uniforms as being more aggressive. Furthermore, participants who were instructed to wear black jerseys reported greater preferences for engaging in aggressive behaviors against competitors. The argument across these studies was that how participants perceived themselves (i.e., wearing a color that has negative associations) led them to adopt negative behaviors. The Proteus effect carries this idea into virtual environments, where individuals see themselves as their avatar which in turn shapes their behavior.

Deindividuation

Deindividuation refers to a decrease in self-awareness and self-evaluation as a result of being part of a group. Individuals who experience deindividuation seem to be influenced to a greater degree by identity cues. In a 1979 study by Robert D. Johnson and Leslie L. Downing, participants were instructed to give an electric shock to research assistants while wearing either a KKK disguise or a nurse's uniform. The results showed that the costumes worn by participants affected the shock level that they administered to the research assistants. Johnson and Downing stated that these findings supported the argument that deindividuation increases the influence that identity cues have on individuals. In virtual environments, deindividuation is believed to be driven by the level of anonymity that this type of setting provides for its users.

Evidence

A meta-analysis examining 46 quantitative experimental studies of the Proteus effect found a small-but-approaching-medium effect size that was relatively consistent (between 0.22 and 0.26), with nearly all variance explained, suggesting that the Proteus effect is reliable and sizable relative to other digital media effects.

Findings from a study that compared the appearance and behaviors of avatars in Second Life to the real world behavior and appearance of their users support the Proteus effect. In this study, participants who reported that they had designed their avatars to be more attractive also reported engaging in more confident and extraverted behavior when compared to their real world behavior. A study also found that the effects happen in the short term.

The Proteus effect has also been linked to attitude changes that reflect the stereotypes associated with their avatar's appearance. In a study by Jesse Fox, Jeremy N. Bailenson, and Liz Tricase, women were assigned avatars whose appearances were either highly sexualized or non-sexualized. While wearing a head-mounted display, participants were asked to face a virtual mirror that allowed them to see the reflection of their avatar. This was followed by a virtual conversation with a male avatar who was being controlled by the researchers. Women who used a sexualized avatar reported having more thoughts about their body image. The researchers concluded that this finding supports the Proteus effect by demonstrating that individuals internalized the sexualized aspects of their avatar's appearance, which led to greater self-objectification. Support for this conclusion comes from a similar study in which more body-related thoughts were reported by women who were asked to wear swimsuit when compared to women who were only asked to try on a shirt while facing a mirror. There are also studies that suggest how the use of avatars decrease stereotypes about elderly groups.

Further support for the Proteus effect comes from a series of studies that used avatars to increase the amount of exercise performed by individuals. Across three studies, the results consistently showed that participants were more likely to increase their level of physical activity after observing an avatar engage in those behaviors and be rewarded for them. One major difference in this study is that the effects that avatars had on participants' behavior depended on how much the avatar resembled the user. This difference was tested by assigning some users avatars that had been created using photographs of their actual faces.

The Proteus effect has also been used to explain successful replications of the work by Frank and Gilovich (1988) and Johnson and Downing (1979). The results of two studies by Jorge Peña, Jeffrey T. Hancock, and Nicholas A. Merola found that attitude towards aggressive behavior in a virtual setting was increased in individuals who used avatars wearing black cloaks or clothing that resembled KKK uniforms. The researchers argued that the negative associations related to the avatar's appearance changed the user's attitudes. Additionally, the researchers suggested that priming, in addition to self-perception theory, could explain the Proteus effect.

Avatar (computing)

From Wikipedia, the free encyclopedia
https://en.wikipedia.org/wiki/Avatar_(computing)
An avatar in the virtual world Second Life
A Twitter post, with the user's profile picture

In computing, an avatar is a graphical representation of a user, the user's character, or persona. Avatars can be two-dimensional icons in Internet forums and other online communities, where they are also known as profile pictures, userpics, or formerly picons (personal icons, or possibly "picture icons"). Alternatively, an avatar can take the form of a three-dimensional model, as used in online worlds and video games, or an imaginary character with no graphical appearance, as in text-based games or worlds such as MUDs.

The term avatāra (/ˈævətɑːr, ˌævəˈtɑːr/) originates from Sanskrit, and was adopted by early computer games and science fiction novelists. Richard Garriott extended the term to an on-screen user representation in 1985, and the term gained wider adoption in Internet forums and MUDs. Nowadays, avatars are used in a variety of online settings including social media, virtual assistants, instant messaging platforms, and digital worlds such as World of Warcraft and Second Life. They can take the form of an image of one's real-life self, as often seen on platforms like Facebook and LinkedIn, or a virtual character that diverges from the real world. Often, these are customised to show support for different causes, or to create a unique online representation.

Academic research has focused on how avatars can influence the outcomes of communication and digital identity. Users can employ avatars with fictional characteristics to gain social acceptance or ease social interaction. However, studies have found that the majority of users choose avatars that resemble their real-world selves.

Origins

The word avatar is ultimately derived from the Sanskrit word (avatāra /ˈævətɑːr, ˌævəˈtɑːr/); in Hinduism, it stands for the "descent" of a deity into a terrestrial form. It was first used in a computer game by the 1979 PLATO role-playing game Avatar. In Norman Spinrad's novel Songs from the Stars (1980), the term avatar is used in a description of a computer generated virtual experience. In the story, humans receive messages from an alien galactic network that wishes to share knowledge and experience with other advanced civilizations through "songs". The humans build a "galactic receiver" that allows its users to engage in "artificial realities". One experience is described as such:

You stand in a throng of multifleshed being, mind avatared in all its matter, on a broad avenue winding through a city of blue trees with bright red foliage and living buildings growing from the soil in a multitude of forms.

The use of the term avatar for the on-screen representation of the user was coined in 1985 by Richard Garriott for the computer game Ultima IV: Quest of the Avatar. In this game, Garriott desired the player's character to be their Earth self manifested into the virtual world. Due to the ethical content of his story, Garriott wanted the real player to be responsible for their character; he thought only someone playing "themselves" could be properly judged based on their in-game actions. Because of its ethically nuanced narrative approach, he took the Hindu word associated with a deity's manifestation on earth in physical form, and applied it to a player in the game world. Other early uses of the term include Lucasfilm and Chip Morningstar's 1986 online role-playing game Habitat, and the 1989 pen and paper role-playing game Shadowrun.

The use of avatar to mean online virtual bodies was popularised by Neal Stephenson in his 1992 cyberpunk novel Snow Crash. In Snow Crash, the term avatar was used to describe the virtual simulation of the human form in the Metaverse, a fictional virtual-reality application on the Internet. Social status within the Metaverse was often based on the quality of a user's avatar, as a highly detailed avatar showed that the user was a skilled hacker and programmer while the less talented would buy off-the-shelf models in the same manner a beginner would today. Stephenson wrote in the "Acknowledgments" to Snow Crash:

The idea of a "virtual reality" such as the Metaverse is by now widespread in the computer-graphics community and is being used in a number of different ways. The particular vision of the Metaverse as expressed in this novel originated from idle discussion between me and Jaime (Captain Bandwidth) Taaffe ... The words avatar (in the sense used here) and Metaverse are my inventions, which I came up with when I decided that existing words (such as virtual reality) were simply too awkward to use ... after the first publication of Snow Crash, I learned that the term avatar has actually been in use for a number of years as part of a virtual reality system called Habitat...in addition to avatars, Habitat includes many of the basic features of the Metaverse as described in this book.

Types and usage

2016 Facebook post from Barack Obama, with his photo next to his name at the top of the post

An avatar can refer to a two-dimensional picture akin to an icon in Internet forums and other online communities. This is also known as a profile picture or userpic, or in early Internet parlance, a 'picon' (personal icon). With the advent of social media platforms like Facebook, where users are not typically anonymous, these pictures often are a photo of the user in real life.

Alternatively, avatars can also be three-dimensional digital representations, as in games such as World of Warcraft or virtual worlds like Second Life. In MUDs and other early systems, they were a construct composed of text. The term has been also sometimes extended to refer to the personality connected with the screen name, or handle, of an Internet user.

Internet forums

Despite the widespread use of avatars, it is unknown which Internet forums were the first to use them; the earliest forums did not include avatars as a default feature, and they were included in unofficial "hacks" before eventually being made standard. Avatars on Internet forums serve the purpose of representing users and their actions, personalizing their contributions to the forum, and may represent different parts of their persona, beliefs, interests or social status in the forum.

Example of an avatar image on an internet forum

The traditional avatar system used on most Internet forums is a small (80x80 to 100x100 pixels, for example) square-shaped area close to the user's forum post, where the avatar is placed in order for other users to easily identify who has written the post without having to read their username. Some forums allow the user to upload an avatar image that may have been designed by the user or acquired from elsewhere. Other forums allow the user to select an avatar from a preset list or use an auto-discovery algorithm to extract one from the user's homepage.

Some avatars are animated, consisting of a sequence of multiple images played repeatedly. In such animated avatars, the number of images as well as the time in which they are replayed vary considerably.

Other avatar systems exist, such as on Gaia Online, WeeWorld, Frenzoo or Meez, where a pixelized representation of a person or creature is used, which can then be customized to the user's wishes. There are also avatar systems (e.g. Trutoon) where a representation is created using a person's face with customized characters and backgrounds.

Another avatar-based system is one wherein an image is automatically generated based on the identity of the poster. Identicons are formed as visually distinct geometric images derived from a digest hash of the poster's IP address or user ID. These serve as a means to associate a particular user with a particular geometric representation. When used with an IP address, a particular anonymous user can be visually identified without the need for registration or authentication. If an account is compromised, a dissimilar identicon will be formed as the attacker is posting from an unfamiliar IP address.

Internet chat and messaging

GIF avatars were introduced as early as 1990 in the ImagiNation Network (also known as Sierra On-Line) game and chat hybrid. In 1994, Virtual Places offered VOIP capabilities which were later abandoned for lack of bandwidth. In 1996 Microsoft Comic Chat, an IRC client that used cartoon avatars for chatting, was released.

America Online introduced instant messaging for its membership in 1996 and included a limited number of "buddy icons," picking up on the avatar idea from PC games. When AOL later introduced the free version of its messenger, AIM, for use by anyone on the Internet, the number of icons offered grew to be more than 1,000 and the use of them grew exponentially, becoming a hallmark feature of instant messaging. In 2002, AOL introduced "Super Buddies," 3D animated icons that talked to users as they typed messages and read messages. The term Avatar began to replace the moniker of "buddy icon" as 3D customizable icons became known to its users from the mainstream popularity of PC Games. Yahoo's instant messenger was the first to adopt the term "avatar" for its icons. Instant messaging avatars were usually very small; AIM icons have been as small as 16×16 pixels but are used more commonly at the 48×48 pixel size, although many icons can be found online that typically measure anywhere from 50×50 pixels to 100×100 pixels in size.

More recently, services such as Discord have added avatars. With a paid subscription, users can select individual identities for different communities.

Online assistants

An avatar used by an automated online assistant providing customer service on a web page

Avatars can be used as virtual embodiments of embodied agents, which are driven more or less by artificial intelligence rather than real people. Automated online assistants are examples of avatars used in this way.

Such avatars are used by organizations as a part of automated customer services in order to interact with consumers and users of services. This can avail for enterprises to reduce their operating and training cost. A major underlying technology to such systems is natural language processing. Some of these avatars are commonly known as "bots". Famous examples include IKEA's Anna, an avatar designed to guide users around the IKEA website.

Such avatars can also be powered by a digital conversation which provides a little more structure than those using NLP, offering the user options and clearly defined paths to an outcome. This kind of avatar is known as a Structured Language Processing or SLP Avatar.

Video games

The player character picks up a sword in the 1989 video game Prince of Persia

Avatars in video games are the player's representation in the game world. The first video games to include a representation of the player were Basketball (1974) which represented players as humans, and Maze War (1974) which represented players as eyeballs.

In some games, the player's representation is fixed, however many games offer a basic character model, or template, and then allow customization of the physical features as the player sees fit. For example, Carl Johnson, the avatar from Grand Theft Auto: San Andreas, can be dressed in a wide range of clothing, can be given tattoos and haircuts, and can even body build or become obese depending upon player actions. One video game in which the avatar and player are two separate entities is the game Perspective, where the player controls both themself in a 3-dimensional world and the avatar in a 2-dimensional world.

Aside from an avatar's physical appearance, its dialogue, particularly in cutscenes, may also reveal something of its character. A good example is the crude, action hero stereotype, Duke Nukem. Other avatars, such as Gordon Freeman from Half-Life, who never speaks at all, reveal very little of themselves (the original game never showed the player what he looked like without the use of a console command for third-person view).

Many Massively multiplayer online games (MMOGs) also include customizable avatars. Customization levels differ between games; for instance, in EVE Online, players construct a wholly customized portrait, using a software that allows for several changes to facial structure as well as preset hairstyles, skin tones, etc. However, these portraits appear only in in-game chats and static information view of other players. Usually, all players appear in gigantic spacecraft that give no view of their pilot, unlike in most other RPGs. Alternatively, City of Heroes offers one of the most detailed and comprehensive in-game avatar creation processes, allowing players to construct anything from traditional superheroes to aliens, medieval knights, monsters, robots, and many more. Robbie Cooper's 2007 book "Alter Ego, Avatars and their creators" pairs photographs of players of a variety of MMO's with images of their in-game avatars and profiles; recording the player's motivations and intentions in designing and using their avatars. The survey reveals wide variation in the ways in which players of MMO's use avatars. Felicia Day, creator and star of The Guild web series, created a song called "(Do You Wanna Date My) Avatar" which satirizes avatars and virtual dating.

A Xbox 360 avatar
A Nintendo Mii avatar
Universal animated avatars from the Xbox 360 (shown top) and Nintendo Wii (shown bottom)

Nintendo's Wii, 3DS and Switch consoles allow for the creation of avatars called "Miis" that take the form of stylized, cartoonish people and can be used in some games as avatars for players, as in Wii Sports. In some games, the ability to use a Mii as an avatar must be unlocked, such as in Mario Kart 8.

In late 2008, Microsoft released an Xbox 360 Dashboard update which featured the introduction of Avatars as part of the console's New Xbox Experience. With the update installed users can personalize the look of their Avatars by choosing from a range of clothing and facial features. In October 2018, Microsoft launched a new version of their Xbox avatars for Xbox One and Xbox on Windows 10, featuring increased detail and having a focus on inclusivity. PlayStation Home for Sony's PlayStation 3 console also featured the use of avatars, but with a more realistic style than Nintendo's Miis or Microsoft's Avatars.

Non-gaming online worlds

Avatars in non-gaming online worlds are used as two- or three-dimensional human or fantastic representations of a person's inworld self. Such representations are a tool which facilitates the exploration of the virtual universe, or acts as a focal point in conversations with other users, and can be customized by the user. Usually, the purpose and appeal of such universes is to provide a large enhancement to common online conversation capabilities, and to allow the user to peacefully develop a portion of a non-gaming universe without being forced to strive towards a pre-defined goal.

Avatars socialising in the 2003 virtual world Second Life

The earliest avatars of this form were text-based descriptions employed by players within MUDs. These often allowed players to express an identity disparate from their public one within an interactive environment. For instance, LambdaMOO allowed a choice of 11 different genders, which could be changed at the user's will. The visually-based game Habitat also used the term to refer to players within the game world. A later example is Linden Lab's Second Life, which has the player use a custom avatar to interact in a virtual 3D world; after peaking in 2007, its user count declined due to the encroachment of more traditional platforms such as Facebook. More recently, the concept has been combined with virtual reality; VRChat allows the user to interact with other avatars in custom environments, and Mark Zuckerberg's Meta Platforms has promoted it as part of his vision of a metaverse.

Many modern virtual worlds provide users with advanced tools to customize their representations, allowing them to change shapes, hair, skins and also genre. Moreover, there is a secondary industry devoted to the creations of products and items for the avatars. Some companies have also launched social networks and other websites for avatars such as Koinup, Myrl, and Avatars United.

Lisa Nakamura has suggested that customizable avatars in non-gaming worlds tend to be biased towards lighter skin colors and against darker skin colors, especially in those of the male gender. In Second Life avatars are created by residents and take any form, and range from lifelike humans to robots, animals, plants and legendary creatures. Avatar customization is one of the most important entertainment aspects in non gaming virtual worlds, such as Second Life, IMVU, and Active Worlds. Some evidence suggests that avatars that are more anthropomorphic are perceived to be less credible and likeable than images that are less anthropomorphic. Social scientists at Stanford's Virtual Human Interaction Lab examine the implications, possibilities, and transformed social interaction that occur when people interact via avatars.

Social media

Another use of the avatar has emerged with the widespread use of social media platforms. There is a practice in social media sites: uploading avatars in place of real profile image. Profile picture is a distinct graphics that represent the identity of profile holder. It is usually the portrait of an individual, logo of an organization, organizational building or distinctive character of book, cover page etc. Using avatars as profile pictures can increase users' perceived level of social presence which in turn fosters reciprocity and sharing behavior in online environments. According to MIT professor Sherry Turkle: "... we think we will be presenting ourselves, but our profile ends up as somebody else – often the fantasy of who we want to be".

Motion capture

Another form of use for avatars is for video chats/calls. Some services, such as Skype (through some external plugins) allow users to use talking avatars during video calls, replacing the image from the user's camera with an animated, talking avatar. Through the use of facial motion capture and a webcam, an avatar can be configured to mimic the motions and expressions of the user. This can be integrated directly into games, such as Star Citizen, and via standalone software such as FaceRig.

Both 3D and 2D avatars have been used in Learning and Development content for education, onboarding, employee training and more. Photorealistic 3D AI avatars have been used as stand-ins for real actors via video editing tools like those made by Synthesia among others.

Virtual YouTubers use animated avatars designed in software such as Live2D, which often resemble anime characters. A whole ecosystem of talent agencies and investors exists to manage these online personalities, which often differ from the creator's real-life persona. YouTube's 2020 Culture and Trends report highlighted VTubers as one of the notable trends of that year, with 1.5 billion views per month by October, and in May 2021, Twitch added a VTuber tag for streams as part of a wider expansion of its tag system.

Miscellaneous

Samsung's AR Emoji which comes on Samsung Galaxy smartphones lets users create animated avatars of themselves.

Cartoons and stories sometimes have a character based on their creator, either a fictionalised version (e.g. the Matt Groening character in some episodes of The Simpsons) or an entirely fictional character (e.g. Hermione Granger in the Harry Potter series has been said by J. K. Rowling to be based upon herself). Such characters are sometimes known as "author surrogates", "author avatars" or Self Inserts.

Customization

Early examples of customizable avatars include multi-user systems, including MUDs. Gaia Online has a customizable avatar where users can dress it up as desired. Users may earn credits for completing sponsored surveys or certain tasks to purchase items and upgrades to customize their avatar. Linden Lab's Second Life creates a virtual world in which avatars, homes, decorations, buildings and land are for sale. Less-common items may be designed to appear better than common items, and an experienced player may be identified from a group of new characters before in-game statistics are seen.

Avatar Generators

To meet the demand for millions of unique, customized avatars, generator tools and services have been created. Many of them, such as the website Picrew, are based around works by original artists. The 2021 Electronic Entertainment Expo featured an avatar creator, to align with its new all-digital nature.

Awareness avatars

Example user image with a rainbow flag across one corner

Some people add visual details or effects to their avatars to show support for a movement or issue, in a similar way to a physical awareness ribbon.

The awareness avatar may have first been used in the New Zealand Internet Blackout, to protest copyright law changes in New Zealand. Globally, protesters replaced their icons with black squares to show solidarity. The protest was successful and proved the method effective at both raising awareness and effecting change. Campaigns have used this method include:

Academic study

Avatars have become an area of study in the world of academics. According to psychiatrist David Brunski, the emergence of online avatars have implications for domains of scholarly research such as technoself studies, which is concerned with all aspects of identity in a technological society. Across the literature, scholars have focused on three overlapping aspects that influence users' perceptions of the social potential of avatars: agency, anthropomorphism, and realism. According to researchers K. L. Novak and J. Fox, researchers must differentiate perceived agency (whether an entity is perceived to be human), anthropomorphism (having human form or behavior), identomorphism (how much the form of the avatar resembles the player), and realism (the perceived viability of something realistically existing). Perceived agency influences people's responses in the interaction regardless of who or what is actually controlling the representation. An earlier meta-analysis of studies comparing agents and avatars found that both agency and perceived agency mattered: representations controlled by humans were more persuasive than those controlled by bots, and representations believed to be controlled by humans were more persuasive than those believed to be controlled by bots.

Additionally, researchers have investigated how anthropomorphic representations influence communicative outcomes and found that more human-like representations are judged more favorably; people consider them more attractive, credible, and competent. Higher levels of anthropomorphism also lead to higher involvement, social presence, and communication satisfaction. Moreover, people communicate more naturally with more anthropomorphic avatars. Anthropomorphism is also tied to social influence, as more human-like representations can be more persuasive.

For the Harvard Business Review, Paul Hemp analysed the effects of avatars on real-world business. He focuses on the game "Second Life", demonstrating that the creators of virtual avatars are willing to spend real money to purchase goods marketed solely to their virtual selves. In addition, research in data collection via Second Life avatars suggested important considerations related to research participant engagement, burden, and retention, as well as accuracy of the data collected.

Representation of identity

The Journal of Computer-Mediated Communication published a study of the reactions to certain types of avatars by a sample group of human users. The results showed that users commonly chose avatars which were humanoid and matched their gender. The conclusion was that in order to make users feel more "at home" in their avatars, designers should maximise the customizability of visual criteria common to humans, such as skin and hair color, age, gender, hair styles and height. Researchers at York University studied whether avatars reflected a user's real-life personality. Student test groups were able to infer upon extraversion, agreeableness, and neuroticism, but could not infer upon openness and conscientiousness.

Researchers have also studied avatars that differ from real-life identity. Sherry Turkle described a middle-aged man who played an aggressive, confrontational female character in his online communities, displaying personality traits he was embarrassed to display in the offline world. Research by Nick Yee of the Daedelus Project demonstrates that an avatar may differ considerably from a player's offline identity, based on gender. However, most players will make an avatar that is (proportionately) equal to their height (or slightly taller). Turkle has observed that some players seek an emotional connection they cannot establish in the real world. She described a case in which a man with a serious heart condition preventing him from ordinary socializing found acceptance and friendship through his online identity. Others have pointed out similar findings in those with mental disorders making social interaction difficult, such as those with autism or similar disabilities.

Human bonding

From Wikipedia, the free encyclopedia https://en.wikipedia.org/wiki/Human_bonding Human bonding is the process...