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Handbook of Research on ICTs for Human-Centered Healthcare and Social Care Services
In electronic games, the player’s virtual graphical representation of him or herself in the game.
Published in Chapter:
Playing for Better or for Worse?: Health and Social Outcomes with Electronic Gaming
Patrícia Arriaga (ISCTE-Instituto Universitário de Lisboa, Cis-IUL, Portugal), Francisco Esteves (Mid Sweden University, Sweden & Cis-IUL, Portugal), and Sara Fernandes (ISCTE-Instituto Universitário de Lisboa, Cis-IUL, Portugal)
DOI: 10.4018/978-1-4666-3986-7.ch003
Abstract
Of the many of Information and Communication Technology (ICT) products, electronic games are considered as having great potential for improving health and social outcomes. This chapter considers the factors that may be involved in facilitating health and social outcomes and also those factors that might be considered risk factors by reviewing studies that have shown both positive and detrimental effects on people’s physical and mental health. The authors also debate some research questions that remain unanswered and suggest guidelines for practitioners, researchers, and game designers.
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Second Life and World of Warcraft: Harnessing Presence Learning
This term derives from Sanskrit avatãra , which means descent or incarnation. Within the SL environment, the term avatar is used to refer to the graphical representation of an in-world resident.
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Non-Verbal Communication Language in Virtual Worlds
A representative of a real person in the virtual world.
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Does Second Life Mark the Beginning of a New Era of Online Shopping?: Exploring the Avatar-Based Shopping Experience in Virtual Worlds
2D or 3D animated digital representation of the user in the virtual world. They are typically customized by their user.
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E-Learning Spaces
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Virtual Reality (VR) for School Children With Autism Spectrum Disorder (ASD): A Way of Rethinking Teaching and Learning
A computer-generated representation of an individual in a virtual reality environment.
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Designing Curricular Games
Computer-animated character controlled by a human.
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Collaborative Approach to Successful Virtual Team Leadership
An avatar is a virtual representation and embodiment of the user, facilitating movement, choice, and interaction within the virtual environment ( Gazzard, 2009 ).
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Advancing Learning Through Virtual Worlds
a virtual identity within a computer-based, simulated environment
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Augmenting Actual Life Through MUVEs
a representation of a real user in a virtual world. It can assume different forms (e.g., icons, 2 or 3 dimensional representations, text-descriptions) and may reproduce realistically the specific user or, on the contrary, portrait a totally-invented identity.
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Metaverse Librarians: A New Profession for Intelligent Libraries
An avatar is a digital character that represents you in a computer-generated world, such as metaverse. Avatars can be static or animated, and many of us already have some experience with avatars.
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Virtual Collaboration in Immersive and Non-Immersive Virtual Environments
Virtual representation of a human in a computer-mediated context
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How Do We Interact in Collaborative Virtual Reality?: A Nonverbal Interaction Perspective
The graphic representation of an actor in a virtual reality environment.
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Kinesthetic Gaming, Cognition, and Learning: Implications for P-12 Education
Computer generated digital characters controlled by players in virtual settings.
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Enhancing Characters for Virtual Worlds and Interactive Environments through Human-Like Enhancements
A virtual representation of a user, which is used to interact with a virtual world. Avatars can appear in many forms, genders or species.
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Role-Play in Virtual Reality: A Teaching Training Design Case Using OpenSimulator
The graphical representation of a user or a character in a virtual environment.
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Preparing Participants for Computer Mediated Communication
A computer-generated representation of an online participant commonly found in virtual reality environments.
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Virtual Learning Environments for a New Teaching Methodology
Is the virtual alter-ego that represents the user in SL and through which passes any type of action or interaction. The appearance of the avatar can be changed at any time and the operations that the avatar can perform are the following: Walking is accomplished via the arrow keys on the keyboard; Fly is performed by pressing the “fly” contained in the “World” menu or by using the PageUp and PageDown keys. Once airborne move the avatar in all directions through the directional keys on the keyboard; Talk yes is heard by anyone within 20 meters by the avatar (CHAT); Shouting it is heard by anyone within a radius of 100 meters by the avatar (SHOUT) Send instant messages (IM) allows you to send private messages to one another.
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The Usefulness of Second Life for Language Learning
A virtual representation of a person within Second Life. That representation can be human, animal, or nonhuman.
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Fostering Collaborative Open Simulation for Next-Gen Enterprise Learning Ecosystems
An electronic image that represents the embodiment of a person in a virtual world that can be manipulated in appearance, movement, and gesture.
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Virtual Communities of Inquiry
The on-screen persona that represents user’s alter-ego as he/she interacts in the VW with others.
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Virtual Commerce
A digital representation of the user (either two- or three-dimensional) within the context of the computer-generated environment.
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Using Virtual Worlds to Assist Distributed Teams
The digital representation of the user in a Virtual World or MMOG.
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Social Orthotics for Youth with ASD to Learn in a Collaborative 3D VLE
A user’s representation on a computer. In a 3D VLE avatars are usually virtual representations of humans that can move throughout a virtual space.
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The Importance of Gender, IT Experience, and Media-Rich Social Cues on Initial Trust in E-Commerce Websites
is a virtual representation of a human figure which is created and controlled by a computer programme.
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Avatar Theory
player representations in online games.
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Promoting Lifestyle Change through Medical Avatars
A digital representation of the user or the user's alter ego or as a character ( Lessig, 1999 ).
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Videogames and Sensory Theory: Enchantment in the 21st Century
A character that gamers create and play as within a videogame.
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The Quality of Service Issue in Virtual Environments
Each user is represented in the shared virtual environment by an entity, whose state is controlled by the user through the client computer. It is very common to find in the literature of NVE systems that (for the sake of shortness) many authors use the term avatar to denote the client computer controlling that avatar.
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Conceptual Foundations for Interactive Programming Activities with the Conjunction of Scratch4OS and Open Sim
The on-screen persona that represents user’s alter-ego as he/she interacts in the VW with others.
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Metaverse or Not Metaverse: A Content Analysis of Turkish Scholars' Approaches to Edufication in the Metaverse
An image that was created by user electronically, it may be realistic or manipulated, depending on the user’s wishes.
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Culturally Responsive Games and Simulations
Most frequently defined as an Internet user’s representation of himself or herself. These representations can in the form of a 3-D model, a 2-D picture, or a text construct.
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Avatars and Digital Technology Literacy Applied in Psychology
An image or figure that represents an individual in a virtual environment. It can range anywhere from simple drawings to detailed three-dimensional forms of an individual.
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The Virtual Identity, Digital Identity, and Virtual Residence of the Digital Citizen
Derived from the Sanscrit for the incarnation of Godhead. In virtual environments, an avatar is the “body” that a user “wears” in a virtual community, an animated, articulated representation of a human which represents the user.
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The Hybrid Course: Facilitating Learning through Social Interaction Technologies
A computer user’s one, two or three-dimensional representation of himself or herself in a virtual space (See Multi-User Virtual Environment).
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Social Structures of Online Religious Communities
On Internet forums, an image which represents a particular user; these could be photos of the actual person, altered images, images of celebrities, or of practically any object; in virtual worlds which operate interactively in real time, avatars are animated characters designed in part by the members, using the controls made available by the system host software
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Theatre in Second Life® Holds the VR Mirror up to Nature
Originally, the incarnation of a Hindu god. In computing, a representation of a human figure in a computer game, simulation or virtual world.
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A Literature Review on the Use of Three-Dimensional Virtual Worlds in Higher Education
A computer user’s digital, graphical, and animated self-representation which is completely manipulated by its owner.
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Art and the Avatar in Virtual and Mixed-Reality Exhibition Space
Derived from the Hindu term for a god who has descended to earth; the graphic depiction of a person who is accessing a virtual world
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Fashion-Technology and Change in Product Development and Consumption for the High-end Menswear Sector: A Study Utilizing a 3D-4C's Process Model
Is an icon or figure representing a person, or some of the physical characteristics of a person on a display screen.
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Usability and Affordances for Teaching and Learning in Second Life
An avatar is a computer user's representation of themselves in a computer game or three dimensional virtual environment. It is usually a three dimensional graphical representation of the user in such spaces.
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Affordances in Virtual World Learning Communities
An icon, character, or graphical representation of a user.
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Maslow in the Digital Age
A computer generated figure used to represent a live participant in a virtual community. Avatars may be animated, modeled in two dimensions, or text-based objects. The characteristic of avatars often represent individual status, beliefs, or interests within the virtual community.
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Pedagogy and Learning in the Virtual World of Second Life®
The virtual representation of an online user’s identity; can be both persistent and mutable; users can have multiple avatars
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Virtual Reality (VR) as Medical Prevention of Adverse Childhood Experiences (ACEs)
A computer-generated representation of an individual in a virtual environment.
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Development of IT and Virtual Communities
A virtual representation of a person in a virtual environment.
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Learning Problem-Solving Strategies in Virtual Worlds That Encourage People to Respect Human Rights
A 3D representation of a person in a virtual world that offers the possibility of expressing oneself through voice, text, images, and animated movements in real time interaction.
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Virtual Worlds and Online Videogames for Children and Young People: Promises and Challenges
The on screen image or character used to represent an individual player in a virtual world or online game.
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Reviewing the Effectiveness and Learning Outcomes of a 3D Virtual Museum: A Pilot Study
A virtual representation of oneself used to interact with others in online environments.
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Impoliteness as a Model for Virtual Speech Community Building
under a poster’s name, the web administrator will post an image file or a phrase to signal membership status. Non-members are marginalized by their lacking a unique avatar.
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Creating Characters for Various Interfaces
A representation of a person (a user) or a character created by this person in a form of a figure or an icon, used in video games, motion pictures, online forums, virtual reality, etc.
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Virtual Cities for Simulating Smart Urban Public Spaces
A graphically or physically embodied representation of a human user for virtual or augmented environments
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The Educational Value of the Escape Room in Virtual Environments
Is the character who personifies the user within the virtual environment.
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Applying Online Instructor Presence Amidst Changing Times
Customized character used online to relay a message, in place of one’s self being disclosed.
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A New Vision for Distance Learning: Learning to Teach in Second Life
Term for computer-generated “person” whose movements, interactions, and activities are controlled by the Second Life user
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Post-Modern Tribes as a Marketing Tool
A representation of a real user in a virtual world. It can assume different forms (e.g., icons, two or three-dimensional representations, text-descriptions, etc.) and may reproduce realistically the specific user or, on the contrary, portrait a totally invented identity.
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Avatars for Clinical Assessment: Digital Renditions of the Self as Innovative Tools for Assessment in Mental Health Treatment
Digital entity meant to represent users’ action and/or communication within digital environments.
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Virtual Reality, Augmented Reality, and Mixed Reality in Education: A Brief Overview
It is the graphical representation of the user or the user's alter ego in a virtual world. The word derives from Hindu mythology, and it represents the descent of a deity to the earth in an incarnate form or some manifest shape.
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Exploring Affordances and Limitations of 3D Virtual Worlds in Psychoeducational Group Counseling
It is a visual representation of the self that increase the sense of embodiment in the virtual environment. In a typically 3D VW, a user can customize her/his avatar’s appearance and perform various actions such as walking, running, dancing, rising hand or waving.
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Multi-User Virtual Environments for Teaching and Learning
The dynamic, virtual embodiment of a user while he or she is within a virtual space.
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VLE Meets VW
A graphical representation of a human user or the user's own character or persona. Such representation is usually either in the form of a 2-dimensional image as an icon over WWW chats, forums, bulletins, as well as over VLEs, or otherwise in the form of a 3-dimensional figure that wither resembles the real user in some way or even fantasy characters as in games or virtual worlds.
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Metaverse: Interdependent Architecture and Applications
An avatar is the user’s identity or the digital self in the entire Metaverse. Users will be able to create and use an avatar just like his/her real self in the physical world. The avatar will be able to wear clothes according to the user’s choices, can change skins and learn, play, and work as the digital counterpart of the real user.
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Cognitive Apprenticeship for Teaching Computer Science and Leadership in Virtual Worlds
Representation of the person within a virtual world. A person’s virtual identity.
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Tourism in Virtual Worlds: Means, Goals and Needs
An avatar in a virtual world is a 3-dimensional character which represents a real person in the virtual world. Most of the time, avatars are customizable and they can be more or less similar to the real people who control them. Sometimes, avatars may also be computer programs. Usually, people navigate through virtual worlds by moving their avatars.
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Social Psychology and Massively Multiplayer Online Learning Games
A player’s physical representation of themselves in any massively multiplayer online game.
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Advancing Personal Learning and Transdisciplinarity for Developing Identity and Community
An electronic image that represents the embodiment of a person in a virtual world that can be manipulated in appearance, movement, and gesture.
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Second Life: Simplifying and Enhancing the Processes of Teaching and Learning
Term for computer-generated “person” whose movements, interactions, and activities are controlled by the Second Life user ( Gazzard, 2009 ).
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Designing Games-Based Embedded Authentic Learning Experiences
A game players personae in a virtual environment. In many games the player is represented in the game world by some kind of humanoid animated character.
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Learning Environments: Physical Classrooms or Virtual Worlds
A digital embodiment of a person often used to represent an online user in a computer environment.
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A Model for Effective Delivery of Online Instruction
In online learning, an icon that represents a faculty member or student. It can be used to engage the students in dialogue and social collaboration.
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National Differences and Gender Stereotypes in Days of Empire
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Real Life and Second Life, Osmotic Membranes: Dynamics of Identity and Social Relationships in Second Life
An Avatar is a representative of a real person in the virtual world. Specifically related to Second Life is an avatar, the character you can dress and move. While most avatars in Second Life are human, this form isn't required. It is also possible to be an animal, a furry, a tiny, a demon, a robot... Even a flowerpot or rock. The only limitation is your imagination.
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Engaging Students in a Computer Diversity Course Through Virtual Worlds
A 3D representation of a user within a virtual world. Avatars can take many shapes and forms such as a humanoid representation, animal, shape, or other figure which allows the use to interact within the world and with other users.
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Learning in Second Life: Developmental Theory of Avatar Growth and Change
Term for computer-generated “person” whose movements, interactions, and activities are controlled by the Second Life user.
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Methods and Issues for Research in Virtual Communities
Personification of a user in a graphic virtual reality; an avatar can be an icon, an image, or a character, and it interacts with other avatars in the shared virtual reality. The term is drawn from the Hindu culture, where it refers to the incarnation of a deity.
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Riding the Digital Wave of Change in Academia
A graphical representation of a learner in an online, computer-based, or online environment. The avatar is used as an electronic alter ego which represents a learner’s presence and actions in an electronic environment (Technopedia, 2018 AU21: The in-text citation "Technopedia, 2018" is not in the reference list. Please correct the citation, add the reference to the list, or delete the citation. ).
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Preparing Participants for Computer Mediated Communication
A computer-generated representation of an online participant commonly found in virtual reality environments.
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Using Advanced Approaches in Urban Design Researches: A Mutation from 3D Digital Models to Virtual Reality
When experiencing a space with other human participants, it is often important to be able to sense their presence in the world-where they are located, which way they are looking/pointing, and what they are saying. The Hindi word avatar (which means the worldly incarnation of a deity) is used to denote the concept of representing users in a virtual world. Avatars which are usually scaled to the 3-d scene are more commonly used to represent many users in remote contexts whereas in immersive VR, the emphasis is on the representation of single users in human form which is closely matched to eye, hand and other body parts.
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Experience Design's Impact on Graphic Design
An avatar is a virtual representation of you in a computer-generated environment, such as the metaverse.
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Storytelling and the Rhetoric of Rumor in Social Media
The word is derived from the Sanskrit language. In Hinduism, avatar means the incarnation of a deity. However, in internet studies, an avatar is an icon that represents a person on digital platforms.
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Self-Presence, Explicated: Body, Emotion, and Identity Extension into the Virtual Self
A digital self-representation that reflects the user’s appearance and/or behavior to some extent.
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The State of Virtual and Augmented Reality Therapy for Autism Spectrum Disorder (ASD)
a computer-generated representation of an individual in a virtual environment.
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Relationship Between Second Life and the U.S. Economy
The figure or image developed by a computer user to represent themselves online.
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Applications of Second Life
Digital representations of real people interacting in a virtual environment.
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Knowledge Transfer and Marketing in Second Life
A representation of a real person in a virtual world. Originated from the Hindu philosophy, meaning God’s embodiment on Earth. Credited to Chip Morningstar ( Damer, 2007 )
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Online Learning's Future in the Workplace with Augmented Reality
An interactive virtual representation of a person.
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Multimedia Standards for iTV Technology
The incarnation on ground of a god of the hindouism. By extension, Avatar is also the transformation of a person or, in data processing, the image representing a person.
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A Qualitative Research Approach for the Investigation and Evaluation of Adult Users’ Participation Factors through Collaborative E-Learning Activities in the Virtual World of “Second Life”
The onscreen persona which represents the users’ “alter-ego” as they interact with the world and with other cyber entities (iconic figures from other users).
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Reality Augmented Nightmares or Experiences of Fear
In Indian mythology, they are the bodies that gods impersonate when they come down to earth. It is also the physical representation of the player in the game universe.
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The Benefits for Faculty Teaching in Online and F2F Environments
Originally, the incarnation of a Hindu deity, especially Vishnu, in animal or human form, in popular culture, avatar has come to mean a graphical representation of a user, often in an online game or virtual world.
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Esports in Education: An Overview
The computerized character which represents an esports player in the game.
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Virtual Collaboration in Immersive and Non-Immersive Virtual Environments
Virtual representation of a human in a computer-mediated context
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Ancestor Veneration Avatars
A Hindu religious term referring to a manifested aspect of a god or person, now applied to representations of persons inside computerized virtual environments.
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Live Music and Performances in a Virtual World
An image (often a caricature) that is used to represent a user in an online chat. In online games, like MMORPGs, avatars are 3D characters.
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Bringing the Metaverse to Higher Education: Engaging University Students in Virtual Worlds
A digital representation of a specific person, in this case within a virtual world.
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Navigation at the Internet Front Line
Virtual representation of an Internet user.
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Interoperability, Learning Designs and Virtual Worlds: Issues and Strategies
The representation of a user in a virtual environment. In virtual worlds these representations are able to move and interact with the environment and each other.
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Visual Storytelling for Various Interfaces
A representation of a person (a user) or a character created by this person in a form of a figure or an icon, used in video games, motion pictures, online forums, virtual reality, etc.
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Multi-User Virtual Learning Environments in Education
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Virtual Worlds: Places Where You Can Find Your True Talents
A 3D character by which it is possible to explore digital environments and virtually interact with other people inside the same online environment.
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Changing Health Behavior Through Games
A customized virtual representation of the player.
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Identity Theories and Technology
A graphical representation of the self in a computer-mediated environment.
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Intelligent Librarians in the Metaverse: Concept, Competencies, and Career Pathways
Avatar: An avatar is a digital character representing you in a computer-generated world, such as the metaverse. Avatars can be static or animated, and many of us already have some experience with avatars.
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Informal Adult Learning in Simulated and Virtual Environments
A three-dimension graphical representation of self in a virtual environment.
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Demystifying Mythology: Deconstructing the Indian Myth Through Modern Mythic Fiction
The word’s literal meaning is descent or to make one’s appearance. In Hinduism, the concept of an avatar refers to an incarnation of a deity in human or animal form to annihilate evil from the world. It stands for new incarnations, embodiments of the archetype often in association with Lord Vishnu. Ram is considered to be one of the avatars of Vishnu. However, Amish Tripathi uses the term to signify Sita to deviate from the traditional telling of Ramayan.
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3D Virtual Learning Environments: An Avatar-Based Virtual Classes Platform
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Machinima in Second Life
A graphical, usually 3D representation of a computer user, or a computer user’s “digital persona” or alter ego.
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Building Blocks, Opportunities, and Challenges of Metaverse in Web 3.0
An avatar is a digital representation of a user or character in a virtual world or game.
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Emphasizing Diversity through 3D Multi-User Virtual Worlds
Within the virtual environment, participants assume a virtual existence in the form of an avatar. In many MUVEs, avatars are fully customizable. An avatar is a personal representation of self in an online environment.
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