The document discusses several studies on how avatar appearance in online games like World of Warcraft can influence user behavior and conform to stereotypes. It found that people given more attractive avatars acted in friendlier and more confident ways, and those playing as female avatars healed more than those with male avatars, showing how virtual identities can shape real user behaviors through gameplay. The implications are that avatars have the power to enact behavioral changes in users and could be used in health games by providing fit avatars instead of self-representations.
14. ConclusionsWhen identity cues conflict, users conform to virtual identity.Women do not heal more than men.But female avatars heal more than male avatars.Through play, an untrue stereotype becomes true in a virtual world.
15. ImplicationsAvatars can be powerful levers for behavioral change.Not just something the player chooses, but comes to shape the players behaviors and attitudes in turn.Health game: Providing a fit avatar rather than a self avatar.