Today I was on a panel about avatars with some very fascinating folks, each of whom has followed a very nonlinear path through life. For example, I learned that Mark Stephen Meadows hitchhiked from Kuwait to Baghdad a few years ago, wanting to experience first hand what the mass media filters might not reveal to us. Ben Cerveny escaped from a Beverly Hills childhood and now lives half time in Amsterdam. Justin Hall showed me this totally kick ass passively multiplayer “game” he’s built - it is implemented as a Firefox plugin that tracks and turns your normal clickstream into something engaging and interactive.
Here are my notes from what I said (and wanted to say but didn’t get to). Caveat: it’s very one sided and only reflects my perspective.
1. Identity is at the heart of everything:
How technology is transforming people’s understanding of themselves is the basic assumption and premise that I have that everything else hinges on. Essentially, the cognitive dissonance between people’s online and offline selves is dissipating. Meaning, all the stuff we do online is very real. The very term ’second life’ is a misnomer. There are so many panels here at SXSW about avatars and virtual worlds. I find the treatment of these topics to be a bit backwards - concepts like avatars and virtual worlds are symptoms of the larger underlying trend. I’m not sure that people are asking the right questions. Let’s start with the basics - “What happens in an online environment when there are absolutely NO cognitive barriers between our online and offline selves?” “Why does an avatar matter at all?” “What types of relationships do people have with each other online and how can an avatar make that more or less meaningful?”
2. We already all have avatars, we just don’t see them:
So I think that the mainstream audience finds the topic of avatars to be a bit esoteric. It seems foreign to them, either something kids and teenagers ‘play’ with, or something that ’strange people that inhabit SecondLife gravitate towards’. But the truth is that everyone who uses any web site today already has an avatar - we just aren’t using the graphical metaphor of a virtual character to represent them. We don’t notice them today, because we participate in the web largely through 1st person camera view with a fixed perspective. We shouldn’t assume that avatars are the best possible way to solve a product design problem - namely, personalization, customization, and enhancing the immersiveness of an experience. Sometimes they are. There are a few different ways to think about presence online - there’s the spatial-physical 3D approach, but there are also ways to create more dimensionality around social and shared social presence.
3. Why Camera Angles are Important in Immersive Environments:
The position and design of a camera view is the metaphor we use to filter our moment by moment experience. We have very little concept of ‘camera’ manipulation in our web environments today. But camera design is actually quite an important component in thinking about player immersion. There’s a huge amount of prior learning in the game design space pertaining to the use of cameras and how it correlates with good user experiences. Some of the best games give liberal camera control to the user - because camera angles should be situational, and because it allows players more control over the context of their engagement.
Cameras are important because not only do they define our physical relationship with the world around us, but they also determine how a story is told and sets the framework for your relationship with the characters are around you. In the future, good web product designers will need to understand camera placement and its emotional effect on users.
4. Avatars are the most undervalued asset on the web today:
As I mentioned before, I think most folks generally regard avatars as being fairly disposable today. I think this attitude will change. From an investment perspective, I am actively looking for interesting projects in this space. For any web property/community, the avatar is the single most valuable piece of real estate. It’s the focal point of greatest emotional connectivity with the user, across all environments and pervasive across all my interactions. We talked on the panel about why being able to fragment your personality into various channels of expression is important - I think that the model for avatars in the future involves one descriptive container that contains many functional subcontainers. And each of these functional subcontainers includes an avatar or some expression of your personality that is most relevant to whatever environment you choose to express it to. Very similar to what’s being proposed with OpenID today.
5. Big learning from past experiences that is relevant to my VC work: Timing is everything
Being able to understand where consumers are today and what they are capable of absorbing is very important to creating successful products. Understanding the user behavior / learning curve is incredibly important. We might academically know all the “best” answers, but having the “best designed” product isn’t nearly the sole factor in determining user uptake. We are now making the leap from web page to web place. I am much more likely to invest in an avatar company/product that is fun and cartoony than one that is photorealistic, given the current state of where consumer sentiment is.
6. Current observations of what consumers are responding to in the market:
Mybloglog/Trakzor are early broad successes in shaping 3D social presence. I like MyBlogLog a lot as it facilitates passive, serendipitous discovery - something sorely needed in my daily web experience. These two services mark the first of many steps that brings the idea of avatars and alternate camera views to a more mainstream audience. These services also facilitate “together aloneness” - an incredibly important design principle that all web/game designers should incorporate into their product design.
7. Why avatars are important:
There are going to be a bazillion virtual worlds coming online in the next several years. Every major media company is going to try to port all of their brands into some sort of virtual 3D environment. These may be poorly designed, inferior products, but they are going to have the very real, very important impact of training the consumer to think about virtual worlds in a certain way. As product designers, we can help inform these big media brands who want to foray into virtual worlds.
Avatar design and avatar mechanics have huge implications for the types of relationships that are possible online and huge implications for future product design. I certainly don’t even begin to pretend to know any of the answers. I would point to game designers who have been iterating on these problems for years. Also - I haven’t yet spoken about the role of NPCs (non player characters) in online virtual world environments. How we think about NPCs also has a lot of impact into our future world design. NPCs can help us reframe the web product design question into one of ‘interactive narration and storytelling’ rather than ‘product utility.’ It’s an awesome time to be a product designer! There’s so much to create.
8. A couple of insightful academic studies:
There was a fantastic session at GDC (game developer conference) that Raph blogged about - the 10 most interesting academic studies on games/players/game design of the last year. This is must read stuff - it’s super insightful. The download to the presentation is available here at Jane McGonigal’s site. One of these studies particularly pertained to the panel discussion -
Thaddeus Griebel’s study revealed that there is strong correlation between player race and game character choice, but a weak correlation between player personality and in-game behavior. Females are also much more likely to make their Sims have babies than males.
Takeaway: players are a little likely to want to enact their personalities, but very likely to want to enact their race
or gender.
Nick Yee also has a number of studies that relate to avatars and user behavior. Btw, Nick does fabulous ethnographic research in Second Life. His most recent study investigated how our choice of avatars impact our behavior (paper download here.) His study revealed that the two are inseparable: people assigned more attractive avatars were more intimate in self disclosure and interpersonal distance than those assigned less attractive avatars. Also, people assigned taller avatars behaved more confidently in a negotiation task than those assigned shorter avatars.
A caveat, as with all academic studies, that nothing is fact until plenty of people have tried assiduously to disprove these theories.

21 comments
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March 12, 2007 at 2:45 am
vcmike
Susan–great post. I share your sentiments. Whether it be 3D online spaces, or more casual MMOs, seems like the market for avatars/virtual worlds, etc., should soon become interesting.
March 12, 2007 at 5:18 am
menti.net » links for 2007-03-12
[...] SXSW Panel: Virtual Worlds and Avatars « Susan Wu - Venture Capital (tags: virtualworlds avatars sxsw) [...]
March 12, 2007 at 7:02 am
Andrew Parker
Great job on the panel. I am really glad you captured the salient points here; I’m sure this post when be a resource for me in the future when thinking about avatars.
I am very curious about the future of MyBlogLog, and I wonder how they will enhance the avatars on the facerolls over time. I bet they’ll start baking in some of the core actions of MBL into the faces (like the menu you get when you hover over an avatar on Flickr), but I hope they do more to your point here. I hope to see design into the avatars themselves so I can make it a more expressive representation of myself than just a square picture.
March 12, 2007 at 9:52 am
3-D ‘Metaverses’ Will Bloom on TV « Screenwerk
[...] Virtual worlds and avatars and How Second Life Impacts Our First [...]
March 12, 2007 at 10:50 am
csven
Enjoyed your comments on the panel so this follow-up is appreciated.
March 12, 2007 at 4:02 pm
chill moksung
Susan, as one not having attended your panel it i very enlighteing reading your comments/ideas. I feel there is a high-range of plausibility to what you portend. Very well thought out.
March 16, 2007 at 9:28 am
getluky.net » Understanding Avatars in Games and Social Media
[...] that dawns upon a web programmer who walks into a Games panel at SXSW. There’s definitely lots to consider regarding avatars, but I’m still engaged in grappling with the concept itself. Today [...]
March 20, 2007 at 4:33 pm
philtastic
Personally, I think Raph is a one-hit wonder (that one hit being Ultima Online). Sure he is very analytical and able to identify trends and psychological behaviors better than most game developers, but his classic failure in the poorly designed Star Wars Galaxies clearly displays his game design shortcomings. Nothing was more prominent than how Raph forced those playing the “dancer” profession to be an integral part of combat/fighting teams. Terrible, terrible case of forcing MMO players into a certain play style, rather than letting the play styles evolve out of the game design itself.
Lately, Raph has been more about hearing himself speak than actually creating anything innovative in the online game space. He’s more about showmanship than actual design.
It’s unfortunate, but true.
March 30, 2007 at 2:57 am
Dave F.
Susan,
I read in today’s Washington Post about political vandalism at a French Second Life location. Then, serendipitously, I found your post.
Your thinking about avatars and camera angles is very helpful. I’m the sort of person who figures (hopes?) that sticking “2.0″ after everything will die down, much in the way that sticking “e-” in front of everything has.
I’m interpreting part of what you say as this: “avatar” is the current label for a facet of a person’s online personality, like a chat-room screen name. And people can and do attach great value to such a facet, or even to multiple facets. (I remember how pleased I felt when, in the alpha test of GEnie years ago, I hit on a screen name that fit.)
I had also not considered the implications of “camera angle,” not only from the product-development point of view you’re addressing, but also from the learner point of view that my own work deals with.
March 30, 2007 at 3:47 am
Dave’s Whiteboard » Blog Archive » Avatars: like learning to speak prose?
[...] a link on My Name Is Kate, I found an intriguing piece on virtual worlds and avatars by Susan Wu. Clearly the universe wanted me to pay attention to this, since today’s [...]
April 1, 2007 at 3:02 pm
mark stephen meadows
susan ~ a few notes… 1) google earth is building out architecture with things like sketchup. what will they put IN that architecture? 2) according to some stats i’ve read more people have avatars now than had email 8 years ago. what is the change in the rate of change? 3) 70% of the commerce in virtual worlds is associated with avatars. what happens when the VW industry expands? dunno, me. .,…. i LOVE what you say about we already have avatars. more people know me as “pighed” than as mark meadows. the problem i have now is determining which one is real…
:9)
thanks for a good read.
April 17, 2007 at 5:59 am
leon's web3d blog
to mark
1) google earth is building out architecture with things like sketchup. what will they put IN that architecture?
google earth doesn’t need detail of architecture, i think.
April 24, 2007 at 4:31 pm
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May 22, 2007 at 4:15 pm
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[...] Susan Wu: SXSW panel: Virtual worlds and Avatars. [...]
July 30, 2007 at 10:01 am
Swamiami
Susan, its seems your work on “Avatars” is well thought out and as a first time reader I am finding it funny - and strange that this is what our world is and / or will be focusing upon in the future. Using the word “avatar” to describe someones personality is so far from reality! And do people really know themself to be able to describe themself as an Avatar? Just look at the Hit TV Reality Show “American Idol”! Almost EVERY contestant who trys out from what we are shown on tv, does not KNOW how good or bad they are of their singing talent! And MILLIONS of people are wathing it so they can feel better about their own situation and hope that maybe they can some day become recognized. It makes me laugh at the joke we are playing on ourself to describe something that is Omniscient, Omnipresent, Omnipotent! If you need help with describing personalities and the inner workings of peoples Psycological behaviors and personalities I would check with the expert. Avatar Esu. He is a REAL AVATAR not some cartoon that young kids are fixated with. If your in marketing than of course its a sure win to be targeting the young, yet the older too who are living longer will be a focus to be reconed with sooner or later - not disposed of so easily from too many pharmacutical ads that tout cures by taking pills. They are getting smarter and less tolerant to be giving their money away to those companies and spending more on consciousness and well being! Thanks for the information time and effort you’ve put in. If you’ve time I would check out Esu and read from reality consciousness at: http://www.embracingeternity.com. Just my thoughts and thanks for reading my comment.
August 16, 2007 at 10:17 pm
Michael Vu
Susan,
This is an awesome post. I’ve found your insights very valuable. So much, in fact that I need to send you an email. =)
Cheers,
Michael Vu
August 18, 2007 at 8:35 pm
Augmented identity « 卦Trigram
[...] them… Anyway, here’s one link for you, the venture capitalist Susan Wu, who wrote back in March: Let’s start with the basics - “What happens in an online environment when there are [...]
August 27, 2007 at 10:42 am
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[...] you enjoy reading my blog or liked any of the panels and conferences I put together this past year, I would greatly appreciate your vote for my proposed [...]
September 26, 2007 at 8:43 pm
Mikel
Respectp
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November 2, 2007 at 3:23 pm
Alex Fedotov
Hi, Susan,
The post is indeed very insightful, let me comment on it in the same order as you presented your thoughts.
1. Identity. I personally dislike the word ‘avatar’ for many reasons. ‘Character’ of ‘persona’ would be a better word IMHO. Persona/avatar is established by user for a particular type of interaction and/or context he expects to be involved in within the environment. You get all dressed for the Country Club and you drive your Jeep in jeans and T-shirt if you are going to Yellowstone, don’t you? Same thing. Importantly, when people are not limited by nature and level of income they tend to create visual representation of a persona they would like to SEEM in that context. In other worlds they tend to create an Avatar that would cause other people to think they are who they WANT to be. It is one most important point. That is why and how ‘avatar matters at all’ – it’s a nonverbal part of communication and interaction. Avatar makes communication more meaningful if it carries the messages ‘I am… I want to be…’ across.
2. We already have avatars. Yes, each of us has multiple ‘personas’, mostly they are connected to our e-mails. It just happened so. THAT’S WHY WE ALL FEEL SPAM TO BE SO INTRUSIVE, btw! Let me add a few words to your ‘containers within container’ (it was in 4 and 7.). I think it’s more of a ‘layers’, there is a ‘RL layer’ with your personal data, there sure is a ‘intent layer’ – this avatar will be for hang outs, that one will be for hang over, another one will be for board meetings. However, there MUST be an ‘anonymizer layer’, IMHO (not ‘openID’). Interestingly it’s about payment methods, the layer through which user pays to VW or game provider should in my opinion provide semi-transparency (provider should not be normally able to access personal data of a user) and secure digital identity (it’s a long story to tell, it’s what we are working on right now). Then user can be sure that: he controls his personas (no multiple-and-always-lost-instantly-and-forever-passwords needed), his personal data is stored securely by payments provider, he’s the only one who knows all his personas/avatars. That’s what the user wants, close to your ‘container’ model, but not exactly the same. I think it will happen this way.
…
I will comment on the rest a bit later if you don’t mind, need to go now.