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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>April</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Self-representation does (not) spark joy: Experiment on effects of avatar customisation and personality on emotions in VR</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Mila Bujić</string-name>
          <email>mila.bujic@tuni.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Anna-Leena Macey</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Bojan Kerous</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Anatolii Belousov</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Oğuz Buruk</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Tampere University</institution>
          ,
          <addr-line>Kalevantie 4, Tampere 33100</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <volume>1</volume>
      <fpage>8</fpage>
      <lpage>21</lpage>
      <abstract>
        <p>There is an increasing relevance of our virtual representations and identities in the contexts of immersive virtual reality (VR) whether it be for leisure, work, or studies. Importantly, various communities are progressively turning to collaborating in virtuality, which has been made approachable and more intuitive through full body tracking and co-presence in virtual environments. Moreover, avatars used to present oneself have been shown to have profound meaning and effects on social experiences, on-screen and in VR alike. However, there is still a paucity of research on embodied, immersive VR collaborative experiences, and the influence of avatar customisation on user experiences in such contexts. This exploratory study employed a repeated-measures between-subjects laboratory experiment design (N = 55) to probe the relationships between avatar customisation, individual differences, and emotional outcomes. Primarily through thorough investigation of data using descriptive and visual statistical techniques, the results suggest that allowing for free avatar customisation results in an overall more emotionally positive experience than when a default avatar was provided. Additionally, this effect is significantly driven by those higher in Extraversion and Neuroticism. Finally, these findings shed light on the potential implications of individual differences and avatar customisation in design and further research of collaborative VR. Player experience, user modelling, embodiment, avatar, big five, virtual reality, metaverse</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Representation of self plays a significant role
in daily life, physical and digital alike. From the
choice of clothes and ornaments to other values
and subculture signaling
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], representations
shape both intrapersonal, how individuals see
themselves, and interpersonal relationships, or
how
others see them
and
what
behavioral
dynamics consequently emerge. In classic and
often controversial psychology research,
roletaking
and
uniforms
could
heavily
alter
psychological patterns which might not resemble
common ones of the individual [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], and this line
of research has also even been seen in virtual
reality
(VR)
research
[
        <xref ref-type="bibr" rid="ref28">28</xref>
        ].
      </p>
      <p>However,
representation is often used in playful and</p>
      <p>
        2023 Copyright for this paper by its authors. Use permitted under Creative
exploratory
ways, including through
makebelieve and pretend play, but are constrained by
physical and imaginative limitations.
Digital
representations and especially those in games and
game-like contexts have been
well-suited for
virtually
boundless
explorations
of
visual
representations through avatars and narrativised
identities through gameplay. [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ]
      </p>
      <p>
        Indeed, the potential for impact on cognition
and behavior of physical self-representations is
transferred to the digital or virtual contexts. This
phenomenon of individuals’ conformity to their
avatars has been referred to as the Proteus effect
[
        <xref ref-type="bibr" rid="ref37">37</xref>
        ]. These effects are visible through a variety of
representational aspects, from
height affecting
dominance to attractiveness affecting intimate
behaviours and interpersonal distance in VR.
      </p>
      <p>
        Similarly, users exhibit preferences when it
comes
to
choosing
of
the
avatars,
but
predominantly have their digital
selfpresentations reflect their perceived actual self or
enhanced self [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. Related to this, it has also been
noted that individual differences such as the
relationships between the perceived real, ideal,
and ought self (how one thinks others would wish
them to be) affect the preferred type of avatar [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
As such, creating an avatar makes it possible to
compensate or correct for perceived real-world
shortcomings [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ].
      </p>
      <p>
        In head mounted VR, these phenomena can be
coupled with the illusion of body ownership [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ],
which due to the immersive environment and
embodiment builds into a temporary restructuring
of one’s self. Some of the most prominent and
well-known effects are in perception and
cognition [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], for example size-estimation based
on embodied age, racial bias [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ], cognitive task
performance [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], and behavioral performance
[
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. Intriguing curiosity results are found in
changes of cognition and bias and well-being
when virtually embodying Einstein and Freud,
respectively [
        <xref ref-type="bibr" rid="ref29 ref3">3, 29</xref>
        ]. These are demonstrative of
appropriating the assumed characteristics of the
embodied personality.
      </p>
      <p>
        However, in the domain of VR, current
literature on avatar customisation, preferences,
and effects beyond proof-of-concept studies is
mostly focused on rehabilitation and exergames
[e.g., 10] if employing experiment design, or to an
extent on social VR commercial applications, if
employing qualitative inquiry methods [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
Unsurprisingly, it appears that the choice of
digital self-presentation can also be dependent on
the use context, with users often customising an
avatar to be a more appropriate fit to the platform
and the social experiences that it focuses on [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
      <p>
        Beside the various and interesting research
efforts in the field of user and player experience,
a systematic ground-up investigation of the
relationships between avatar customisation,
psychological outcomes, and the role individual
differences play in these dynamics is still missing.
Most common approach is by using player
typologies in games and gamified contexts such
as the classic Bartle’s taxonomy [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] and Hexad
[
        <xref ref-type="bibr" rid="ref30">30</xref>
        ]. Their prominence is likely due to their
practical implications for segmenting the user
base and recognising differentiating needs.
However, typology approaches are reductionist
and lack the power to explain nuances in gameful
experiences [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Investigations of avatars and
personality, however, primarily consider
individual differences in terms of customisation
preferences [e.g. 17]. Moreover, due to the unique
affordances of VR in relation to the body
ownership illusion, it represents an additional
layer of challenge and the unknown. Stratifying
and understanding different user groups would
thus be relevant and valuable for serious
applications such as mental health and simulation
training as well as leisure interaction in VR.
      </p>
      <p>To start filling this gap, the present exploratory
study delves into the relationships between
selfrepresentation, individual differences, and affect
(Figure 1) through three research questions in the
context of a collaborative VR spatial puzzle task:</p>
      <p>RQ1: Does freedom of avatar customisation,
or lack thereof, affect emotional outcomes?</p>
      <p>RQ2: Do personality traits affect emotional
outcomes?</p>
      <p>RQ3: Do personality traits play a role in the
relationship between avatar customisation and
emotional outcomes?
2.</p>
    </sec>
    <sec id="sec-2">
      <title>Method</title>
      <p>For this study, a between-subject
repeatedmeasures laboratory experiment was conducted in
2022. Two condition groups were designed, with
one using a pre-defined “plain” avatar
(“Nochoice”) and the other using the avatar they
created (“Choice” condition). Repeated-measures
design was implemented to assess the change in
emotional states before and after a VR task.</p>
      <p>According to the Finnish National Board on
Research Integrity, no ethics board approval was
required for this study due to no known risks.
Privacy notice and voluntary participation
information were reviewed and approved by the
University where the research was conducted.
This study is a part of a larger experiment and
therefore the questionnaires contained other
measures which are not mentioned here; the full
list is available upon request.</p>
      <p>
        Due to this study’s exploratory and data-driven
rather than hypothesis-driven nature, data was
analyzed and represented predominantly through
descriptive statistics, with post-hoc statistical
inference testing when appropriate for added
clarity. However, these null hypothesis tests
should be considered with caution and solely as
indications for further confirmatory studies due to
the lack of a priori hypotheses and therefore
increased Error I rates, or false positives [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ]. All
computations and transformations, and graphs
and analyses were done using Jamovi v2.3.18.0.
3.1.
      </p>
    </sec>
    <sec id="sec-3">
      <title>Participants</title>
      <p>Using convenience sampling approach,
participants were recruited through various
University newsletter lists and promotional
materials around the campus. The invitation
contained basic information on the study, such as
that it entails collaborative puzzle solving in
virtual reality, as well as the requirements, such as
that only those of age and with a self-assessed
level of English language knowledge on at least
upper-intermediate level could participate. All
participants who completed the study received a
movie voucher as compensation.</p>
      <p>In total, 66 participants initially completed the
experiment. However, due to failed attention
checks placed in the post-questionnaire to ensure
participants are carefully reading the questions
and technical issues resulting in damaged validity
or complete lack of responses, 11 cases were
missing or removed. Thus, N = 55 dataset was
used in this study with no missing data points.</p>
      <p>Participants were randomly assigned in pairs
to one of the two groups (Choice or No-Choice),
while minding the distribution of self-reported
gender across conditions. The sample consists of
ages ranging from 19-45 years old, whereas n =
15 (25.4%) obtained no higher education degree,
n = 23 (39%) had a Bachelor’s, n = 16 (27.1%) a
Master’s, and n = 5 (8.5%) had obtained a
Doctoral degree. Age and gender distributions
across the conditions are reported in Table 1.</p>
      <p>The sample’s self-reported familiarity with
video games (M = 3.4, SD = 1.2, Mdn = 3) was
higher than that with VR (M = 2.8, SD = 1.2, Mdn
= 2) on a single 5-point Likert-type scale. Free
form and optionally reported national or ethnic
identity showed that n = 14 (41%) identified as
other than white or European.
3.2.</p>
    </sec>
    <sec id="sec-4">
      <title>Measures</title>
      <p>
        Two psychometric instruments were used to
assess personality traits and emotional states, with
the latter being presented to participants on-site
and both before and after performing the
collaborative VR puzzle task. Item-order was
randomized within each of the instruments to
avoid order-biasing [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. In this study, internal
consistency reliability of the emotional valence
states scales was assessed using McDonald’s ω as
it provides a more robust estimate than the
commonly used Cronbach’s α, whereas neither is
suitable for evaluating 2-item dimension scales
such as the personality scale used in this study [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>
        Big Five personality traits measure (BFI-10;
[
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]), a widely used and cross-culturally validated
abridged version of the Big Five instrument, was
adopted in its original form with the following
question stem: “I see myself as someone who...”
and a 5-point Likert scale. The 10-item instrument
captures the five personality dimensions with two
items per dimension and each dimension
containing one reversed item that was
consequently recoded.
      </p>
      <p>Openness (“...has an active imagination.”),
Conscientiousness ( “...does a thorough job.”),
Extraversion (“... is outgoing, sociable.”),
Agreeableness (“... is generally trusting.”),
Neuroticism (“... gets nervous easily.”).</p>
      <p>
        Positive and negative affective states
instrument (PANAS; [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ]) was used in its
original form as a bipolar instrument capturing
emotional valence. It consists of a total of 20 items
on a 5-point Likert scale introduced by the
following: “This scale consists of a number of
words that describe different feelings and
emotions. Read each item and then mark the
appropriate answer on the scale. Indicate to what
extent you feel this way right now, that is, at the
present moment.”. The scale thus specifically
measures the magnitude of positive and negative
valence of affect as reflected through specific
emotions. Items themselves were equally divided
into the two valence dimensions and each consists
solely of a word describing an emotion:
      </p>
      <p>Positive affect (pre ω = .92; post ω = .91;
“Determined”),</p>
      <p>Negative affect (pre ω = .74; post ω = .78;
“Ashamed”).
3.3.</p>
    </sec>
    <sec id="sec-5">
      <title>Procedure</title>
      <p>The complete experiment procedure consisted
of several steps which were identical in both
conditions: pre-questionnaire (demographics, Big
Five), pre-PANAS, avatar customisation,
collaborative VR task, and post-PANAS.</p>
      <p>Participants who expressed their interest in the
study were presented with information about the
research and voluntary participation, followed by
questionnaires concerning their demographic data
and personality traits. They booked their preferred
time slot for the experiment, with a note not to
choose a slot together with a friend as the study
assumes collaborators have not met in-person
before meeting in the VR task.</p>
      <p>Upon arrival to the study site at the University
campus, pairs of participants were assigned to
nearly identical experiment rooms before ever
meeting each other in-person. First, they filled out
the baseline or pre-PANAS questionnaire and
were given additional information about the
collaborative task and avatar customisation. The
instructions for customisation suggested thinking
about the virtual context, type of task, and that it
will be done together with another person.</p>
      <p>Regardless of whether they were assigned to
No-Choice or Choice condition, all participants
went through the step of creating their avatar so
that the confound of imagining and building a VR
character for the puzzle was diminished. For
avatar customisation the readyplayerme.com
service was used as it enables customisation of
virtually all parts of a 3D avatar through a wide
presets range of shapes and colors of aspects, from
facial features to clothing. Moreover, it facilitated
a simple procedure for quick and simple
importing of avatars to the experiment
application. Although constrained by the system’s
range of choices, participants were fully free to
explore and customise their avatar as they wished.
The largest constraints were that only human-like
avatars were possible and there was a lack of body
shape and size options. Participants were
instructed to use 7 minutes within the avatar
customisation system and that they would be
notified when there are 2 minutes left for this task.</p>
      <p>Next, to enable full body tracking within VR,
all participants were equipped with Vive trackers
on their waist and both feet. After entering the VR
environment and calibrating the avatar to their
physical body measurements, participants
individually explored their virtual representation
using a mirror. To ensure that they could see their
avatar whenever they wanted to, mirrors were also
placed on one of the walls of each virtual
environment they went through. They also
privately tested moving around the virtual room,
both by walking and using locomotion, and
interacting with objects - namely pushing buttons
and grabbing and manipulating 3D objects. When
ready, they proceeded to the common VR room
where they met the other participant and
continued to the collaborative puzzle task, when
so agreed between them.</p>
      <p>
        The task was a collaborative puzzle
assignment CoBlock [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ] integrated as a custom
world in VRChat (VRChat Inc.) for ease of use in
a multi-user experiment VR setting. The puzzle
consisted of communicating 2D or “flat”
information presented in participants’ individual
views and collaboratively devising a composite
3D object corresponding to given perspectives.
For example, if one saw a circle and the other a
triangle, the target object would be a cone.
However, without the second piece of
information, the final shape could also have been
a pyramid, resulting in a wrong solution. The
puzzles consisted of at least two such objects and
they could be either white or red. All primitive
shapes in two colors were visible and available
near the participants (ball, pyramid, cylinder,
cube, and cone). The system provided no
feedback on whether the solution is correct or not
but the decision to proceed to the next puzzle was
agreed upon by the participants. There were a total
of ten different puzzles and participants were
given 15 minutes to solve as many as they could
in that timeframe. The time was set with the
premise that it would be significantly difficult to
solve all the puzzles, so to ensure an equal
duration of time was spent in the experiment.
      </p>
      <p>Finally, after the 15 minutes for the task had
passed, participants' attention was brought back to
the physical environment, VR equipment was
removed, and they were again presented with the
PANAS questionnaire.</p>
    </sec>
    <sec id="sec-6">
      <title>Results</title>
      <p>The findings of this study are guided by the
research question and use an exploratory
approach with no specified hypotheses. They
primarily rely on a deep understanding of the
structure of the dataset, uncovered through
extensive descriptive statistics and graphical
representations of relationships between
variables. As such, results are suggestive of the
existence, or lack of, significant relationships but
should not be interpreted as confirmatory on an
alpha level of 5%. Due to several variables’
distribution being non-normal as well as a modest
sample size for more complex analyses, median
values, variances, non-parametric tests, and
graphs are primary results with the highest
explanatory power and robustness.
4.1.</p>
    </sec>
    <sec id="sec-7">
      <title>Customisation and affect</title>
      <p>As a starting point, the effects of the two
conditions were explored by comparing the
preand post-test positive (PA) and negative (NA)
valence, considering the difference in the changes
between groups (PAdiff and NAdiff, computed as
post- minus pre-test scores). Difference scores
were used to circumvent possible differences in
the baseline scores between the groups.</p>
      <p>The only significant difference was found for
positive emotional valence, namely that those
who used the avatar they created reported higher
positive emotional state after the experience when
compared to just before starting the experiment.
However, it should be noted that the variance in
responses in both groups is large despite the found
difference, suggesting that the effects of the
conditions markedly differed within the groups
themselves (Figure 2; Table 2). This effect of the
manipulation on positive emotions is not evident
with those participants who used a default avatar.
On the other hand, neither group experienced a
detectable change in emotions of negative
valence.</p>
      <p>Individual differences were analysed using the
Big Five personality traits for possible
relationships with changes in affect. A correlation
table of the positive and negative affect changes
and the five personality dimensions
(Openness/OPEN, Conscientiousness/CONS,
Extraversion/EXTR, Agreeableness/AGRE, and
Neuroticism/NEUR) was computed using
Kendall’s tau as the data satisfies the test’s
assumptions (Table 3). These changes in valence
values represent the entirety of the sample,
containing values from both Choice and
NoChoice conditions and represent an overview of
the relationships of traits and valence changes
after a collaborative VR task.
avatar customisation is relevant for in terms of
emotional outcomes, and for which it is less so.</p>
      <p>For this purpose, interaction effects between
avatar customisation option, or the two
conditions, and personality was explored using
Jamovi flexplot package (Figure 3). However, due
to the modest sample size and consequent power
for detecting interactions, differing ranges and
variances across the traits, as well as the aim being
finding preliminary evidence if such relationships
exist, trait variables were transformed into binary
ones (0 = low and 1 = high prominence of the
trait), with median values serving as cut-off
points. The presented comparisons thus have
more statistical power to broadly detect
potentially differing effects between higher and
lower values, rather than what would be
achievable with this dataset by using more
demanding regressions. Moreover, negative affect
change was omitted from these analyses as the
very low variance of the negative affect change
variable (Figure 2) would make the possible
effects of personality on that change quite
nuanced. Such minor effects have a high
likelihood of producing false negative results in
the context of the available dataset. In contrast,
personality traits might be suited to explain some
of the large variances of the positive affect
change.</p>
      <p>The obtained correlation values do not indicate
robust connections between most of the individual
traits and emotional outcomes. The sole,
somewhat weak, positive relationship could
possibly be found between Extraversion and
positive affect change, suggesting that those
higher in extraversion also possibly finalised the
experiment with more prominent positive
emotions than before the experiment.
4.3.</p>
    </sec>
    <sec id="sec-8">
      <title>Personality, customisation affect, and</title>
      <p>Personality, and Extraversion in particular,
could moderate the effects of Choice and
NoChoice conditions on affective changes, shedding
light on which segments of users and players</p>
      <p>Examination of the descriptive statistics
stratified per low vs high trait and Choice vs
NoChoice conditions with positive affect change as
the outcome variable revealed notable interactions
of the two conditions on one side and Extraversion
(Figure 3) and Neuroticism (Figure 4) on the
other. Although other traits (e.g., Openness)
might show some interaction with the conditions,
the effects are not as distinguished nor discussed
here further for the risk of overanalysing the data.</p>
      <p>Those participants who are on the lower, or
weaker, side in the trait Extraversion do not seem
to differ significantly in their change of positive
emotions regardless of the whether they used the
customised avatar or not. However, those who are
more highly extraverted seem to prominently
benefit from using the chosen avatar.</p>
      <p>Similarly, albeit with seemingly lower effect
size, those higher in trait Neuroticism had
distinguishably heightened change in positive
emotions when using their chosen avatar than
when using one given by the researchers. And
again, such differences are not visible for those on
the lower end in the trait.</p>
    </sec>
    <sec id="sec-9">
      <title>Discussion</title>
      <p>
        With the rising prominence of immersive
virtual reality (VR) serious applications and
games alike coupled with the increasing
accessibility of equipment and intricacies of VR
environments, there is an increasing need for
understanding the unique user experiences in
immersive media. Beside the value of this line of
research for e.g., simulation training, it is also
relevant for beneficial and fruitful interaction in
VR, whether for work or leisure. Although VR
experiences still tend to predominantly replicate
the on-screen ones in an immersive environment,
the new technologies afford phenomena that
deepen those experiences, such as avatar
embodiment through body tracking. With the
illusion of body ownership [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], the effects of
avatars [
        <xref ref-type="bibr" rid="ref25 ref27 ref36">25, 27, 36</xref>
        ] and consequently avatar
customisation [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], as well as individuals’
particularities that parse those effects are
becoming increasingly important in the sphere of
immersive VR. In particular, collaboration in VR
is gaining a prominent place due to the increase of
working, studying, playing, and socialising
virtually over the past few years.
      </p>
      <p>
        This paper presents one of the first studies to
investigate the effects of avatar customisation
freedom in virtual reality. Moreover, it employed
a multiuser collaborative puzzle solving task,
adding the critical mark of the combined social
and gameful contexts in immersive environments
[
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Whereas the complexity of the design
involves a variety of confounding aspects, such as
communicating in a non-mother tongue, previous
experience in VR interactions using natural
physical movements, and the success of
collaborative efforts, the repeated-measures
between-subjects design allows for a clear
differentiation of the effects of avatar
customisation freedom and lack thereof.
      </p>
      <p>
        With one part of the participants using an
avatar they created and the other a default,
premade avatar, there are apparent differences in
their experiences as seen through the reported
emotional states before and after the task. An
arguably positive effect is that the positive
emotions become more prominent when using the
chosen avatar, despite other possibly interfering
aspects of the experience, which might be
explained by the heightened agency and therefore
autonomy in the virtual environment [
        <xref ref-type="bibr" rid="ref10 ref11 ref31">10, 11, 31</xref>
        ].
However, this rationale is weak due to the context
of the task, and consequently most of the time
spent in VR, not being focused on
selfrepresentation and role-play [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Moreover, using
customised avatar is not relevant for all users,
while the intrinsic motivational drive for
autonomy is considered relatively universal.
      </p>
      <p>
        Avatar customisation in this case might be
particularly relevant and beneficial for the
experiences of those higher in Extraversion and
Neuroticism. Most importantly, the two trait
groups might have significantly nudged the
results on the overall change in positive affect
[
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], whereas that significant change might not
hold true for other subgroups of the sample.
5.1.
      </p>
    </sec>
    <sec id="sec-10">
      <title>Implications</title>
      <p>Firstly, it seems likely that providing avatar
customisation in expansive collaborative virtual
reality environments has some, but severely
limited influence on users emotional experiences.</p>
      <p>Developing the option should thus be carefully
considered in terms of needed resources and
expected outcomes. Whereas some systems, such
as VRChat, provide ample opportunities to
customise one’s self-representation quickly and
easily, the integration is not as simple and
costeffective in own applications. Moreover, the
purpose of the system and target audience might
significantly influence such design choices as the
feature appears to be more relevant for some users
than for others. On the other hand, using a default
avatar does not seem to elicit higher negative
emotions either and thus the scenario of only
being able to use a default avatar similar to that of
the collaborator does not seem to be significantly
damaging. Consequently, for most general
contexts and purposes, avatar customisation
option would not appear to be a priority when it
comes to emotional outcomes.</p>
      <p>
        That said, these results might not be applicable
to contexts where self-expression, social
influence or character identification is more
important. Previous studies indicated that virtual
costumes in VR environments might lead to
interactions and distinct types of gameful
interactions through clothing and accessories [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
For example, certain clothing for avatars might
grant different social (e.g., influence over other
players) or physical skills (e.g., a clothing item
that grants hints for the solution in CoBlock).
Therefore, customisation of the avatar that goes
beyond the visual representation might lead to
different outcomes, for example, negative
responses for the participants who cannot obtain
the advancements provided by different virtual
looks or accessories. On the other hand, tools such
as the design framework for playful wearables [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]
could also effectively relate to virtual costumes,
whereas more customisation might shift the
experience towards more imaginary. Thus, in
contexts where character identification is
important, customisation may create positive
experiences in people who are open to imagine
themselves as their virtual representation.
5.2.
      </p>
    </sec>
    <sec id="sec-11">
      <title>Limitations and future studies</title>
      <p>Whereas some contexts and tasks are more
focused on the representation and interactions
between self and other or environments, some
such as CoBlock direct users’ attention to objects
and require a high cognitive load for resolving the
task. Hence the effects of customisation, or lack
thereof, are highly likely to be largely determined
by the focus being so prominently outside of the
self and other’s representations. Although mirrors
were placed in each VR section and participants
had the opportunity to familiarise themselves with
their avatar in front of one, the mental rotation
task did not in any way guide them to allocate
attention to themselves during the puzzle solving.
Other social VR contexts might guide users’
attention to their avatars and pronounce, or alter,
the effects of customisation.</p>
      <p>Another factor affecting the results can be the
time spent in the VR environment with the avatar.
This experiment gave participants a chance to
experience their avatars only in a duration of 15
minutes. Despite the measures such as the
mirrored environment, this period may not be
enough for participants to identify themselves
with their avatars, and experiments which expose
participants to the environment longer or several
times might lead to different results.</p>
      <p>However, the body tracking and body
ownership illusion in VR are likely unfamiliar or
at least unexplored experiences to most
individuals. As similar computer-mediated senses
cannot be understood unless experienced,
participants might not have created the most
suitable or effective avatars. With some further
familiarity and repeated exposure to embodiment
of different avatars, users might be more skillful
at influencing their VR experiences through
customising their self-representation.</p>
      <p>On the other hand, the experiment set-up itself
and the unavoidable awareness of participants that
they are taking part in a study necessarily have
repercussions on their attitude toward the
experience, task, and finally avatar customisation
itself. As they might be less inclined to be playful
and performative as well as to explore their
identities, the results might differ in their private
or public but gameful engaging with VR when
more nuance regarding the relationship between
personality and customisation might emerge.
Hence, particular care should be given in
comparing and contrasting different sources and
types of data in order to understand the ecosystem
of context, framing, personality, and affective
outcomes.</p>
      <p>Similarly, as mentioned earlier, the trend of
customisation driving higher positive affect
change might have been steered by those higher
in Extraversion and Neuroticism where in fact
they would be the only ones showing a clear
connection in this relationship. It could be
hypothesised that those higher in Extraversion
were more likely to focus on the social aspect and
their performative representation within it. If the
experience had not been social, Extraversion
might not have had such a prominent influence on
the outcomes. However, the mechanism of
Neuroticism in particular affecting emotions
differently in the two groups is less clear. One
explanation could be that the choice of
representation helped empower the user and curb
the lower propensity for positive emotions. The
used Big Five personality conceptualization and
measurement further should be problematised as
culture dependent, whereas such short measures
fail to catch nuanced differences. As such, the
results should be taken broadly and investigated
further in this context.</p>
      <p>Moreover, without further data on users’
motivations and drives behind customisation
choices, it is impossible to determine what lies
behind the suggested effects. On one side, it could
be that the driving factor is avatar customisation
itself as a feature and opportunity for autonomous
agency, but on the other, it might be the type of
avatar those with certain characteristics create.</p>
      <p>Finally, limitations of this study pertaining to
the design mostly refer to the common ailments,
namely the particularity of the sample drawn from
a university, sample size, and the constraints of
psychometrics self-report instruments in their
explanatory power. Confirmatory replications are
needed as this study is data-driven and further
qualitative inquiry through interviews and
behavioural data would significantly aid in
understanding the experiences of avatar
customisation in collaborative VR.</p>
    </sec>
    <sec id="sec-12">
      <title>6. Acknowledgements</title>
      <p>This research was funded by the Academy of
Finland (342144; ’POSTEMOTION’) and the
Foundation of Economic Education, Finland
(16­9394; “GamEmOrg”).</p>
    </sec>
    <sec id="sec-13">
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