Topic summary

Virtual avatar

Virtual avatar

Extracted from the Wikipedia article Avatar (computing).

Academic study

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.