🤖 AI Summary
This study investigates the motivations underlying avatar creation and customization among 8–13-year-old children in social online games (e.g., Minecraft, Roblox) and its implications for identity development. Employing semi-structured interviews and naturalistic gameplay observation across 48 participants, complemented by thematic analysis, the research identifies four primary motivational dimensions: self-representation, proxy identity exploration, social need fulfillment, and gameplay performance optimization. It introduces the novel “wardrobe effect”—a behavioral pattern wherein children produce multiple avatars but consistently deploy only one—thereby illuminating tensions among cultural consumerism, identity experimentation, and social conformity. The findings yield empirically grounded design principles and policy recommendations to support healthy digital identity development in childhood.
📝 Abstract
Social online games like Minecraft and Roblox have become increasingly integral to children's daily lives. Our study explores how children aged 8 to 13 create and customize avatars in these virtual environments. Through semi-structured interviews and gameplay observations with 48 participants, we investigate the motivations behind children's avatar-making. Our findings show that children's avatar creation is motivated by self-representation, experimenting with alter ego identities, fulfilling social needs, and improving in-game performance. In addition, designed monetization strategies play a role in shaping children's avatars. We identify the ''wardrobe effect,'' where children create multiple avatars but typically use only one favorite consistently. We discuss the impact of cultural consumerism and how social games can support children's identity exploration while balancing self-expression and social conformity. This work contributes to understanding how avatar shapes children's identity growth in social online games.