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pears real to a viewer, then we might also look at the way in which our engagement of
a virtual figure may affect our sense of self.
Figure 3
Anthropomorphic urge: We often create icons and images to translate human emotion across me-
dia platforms. Image of Modesty Galbraith, of the series “13 Most Beautiful Avatars.” Credit: Eva
and Franco Mattes, Postmasters
The more nuanced understanding of avatar identity depends on a battery of things,
such as the player's sexual orientation, the nature of the game environment, and the
time investment in a community and platform. Reputation over time greatly diminishes
the value of appearance. On first encounter, we may act toward that virtual persona in a
prescriptive way, that is, amorously, violently, and so on. Over time, as we get to know
that persona, the real-world person begins to bleed across the virtual threshold. We can
locate an avatar effect in which we find persuasive signs of virtual identity that are ag-
gregated with the identity of the media participant.
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