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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Self-avatar representation matters: Deciphering user immersion in VR games through Steam reviews</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Dion Deng</string-name>
          <email>xiaohang.deng@tuni.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mila Bujić</string-name>
          <email>mila.bujic@tuni.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Wangchi Lee</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mingrui Li</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Juho Hamari</string-name>
          <email>juho.hamari@tuni.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Hong Yi Cambridge International School</institution>
          ,
          <addr-line>Changsha</addr-line>
          ,
          <country country="CN">China</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Tampere University</institution>
          ,
          <addr-line>Tampere 33100</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>The Hong Kong University of Science and Technology</institution>
          ,
          <addr-line>Hong Kong</addr-line>
          ,
          <country country="CN">China</country>
        </aff>
      </contrib-group>
      <fpage>132</fpage>
      <lpage>141</lpage>
      <abstract>
        <p>This study critically examines the influence of self-avatars on user immersion in VR games by analyzing user reviews from Steam's top 100 VR games. Utilizing the BERT algorithm for text classification and detailed manual coding on avatar representations, the research addresses the effects of presence, perspective, visual features, and interactivity of avatars on immersion. Although the Mann-Whitney U test results were non-significant, effect size analyses revealed practical implications of avatar characteristics on user immersion. Notably, the study identifies key trends in avatar design within popular VR games, such as the predominance of first-person perspectives and the relative importance of hand representations over facial features. These findings suggest a need for a shift in focus in avatar research towards more user-relevant features. This innovative approach, using usergenerated content, marks a significant departure from traditional experimental methods. It offers a richer, more ecologically valid understanding of user experiences in VR. The study's insights have significant implications for future avatar design and research.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Avatar</kwd>
        <kwd>virtual reality</kwd>
        <kwd>product review</kwd>
        <kwd>text classification</kwd>
        <kwd>BERT</kwd>
        <kwd>content analysis 1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        In immersive Virtual Reality (VR), self-avatars are the
users’ digital embodiment that play an important role
in users’ interaction and experience. The design and
features of self-avatars are not merely aesthetic
choices or tools to operate within the virtual
environments, but also instrumental in determining
the degree of immersion [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>
        The immersion experience in VR is significantly
influenced by the user's ability to identify with their
avatar [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. This identification is deeply rooted in the
concept of presence, the sensation of being physically
located in the virtual environment [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. One important
factor that is crucial to immersion experience is the
similarity between the user’s visual appearance and
their avatar, which can encompass physical
resemblance and behavioral and emotional
congruence [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ],[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        In this context, understanding how different
attributes of self-avatars, such as their presence,
perspective, visual features, and interaction
capabilities influence the user experience becomes
paramount. Avatar research in VR has primarily relied
on experimental methods, utilizing controlled lab
environments to study user interactions and
responses [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ],[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ],[
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. While these studies have
provided valuable insights, their limited scope and
controlled settings often fail to capture the diverse,
real-world experiences of users. Such methods may
not fully encompass the wide range of user
backgrounds, preferences, and naturalistic behaviors
that occur in everyday gaming contexts.
      </p>
      <p>
        Our research adopts a novel approach by analyzing
player feedback through game reviews in the context
of avatars in VR. This method leverages the
spontaneous, authentic, and varied opinions of the
gaming community, providing a broader and more
ecologically valid understanding of how self-avatars
influence player experiences in real-life settings. User
reviews, as a form of naturalistic data, offer insights
into the aspects of self-avatars that resonate the most
with players and significantly impact their sense of
immersion and overall experience [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>This study tries to explore the role of self-avatars
in VR games through reviews, focusing on how their
presence, perspective, visual features, and interactive
capabilities impact user immersion. Our primary data
source is user-generated reviews from the most
popular VR games on the Steam platform for online
distribution of games (Steam Inc). The methodology
involves a two-pronged approach: firstly, employing
the BERT (Bidirectional Encoder Representations
from Transformers) algorithm to identify and extract
reviews specifically mentioning immersion; and
secondly, utilizing a detailed codebook to manually
code avatar features within these games. Through this
innovative methodology, our study aims at analyzing a
detailed picture of the current landscape of self-avatar
design in VR games and how it aligns with users’
experiences of immersion.</p>
      <sec id="sec-1-1">
        <title>1.1. The effects of self-avatar in VR</title>
        <p>
          Self-avatars not only serve as digital representations of
players but also significantly influence their
psychological experiences in VR [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ],[
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. This section,
grounded in extensive literature, examines how
different aspects of self-avatar representations
influence player immersion, aligning with our four
leading research questions:
        </p>
        <p>RQ1: How do presence of self-avatar and
perspective affect the proportion of positive reviews
about immersion of VR games?</p>
        <p>RQ2: How do self-avatar’s hand representation
and body connectivity affect the proportion of positive
reviews about immersion of VR games?</p>
        <p>RQ3: How do visual features of self-avatar,
including detail level, anthropomorphism, skin color,
and body size affect the proportion of positive reviews
about immersion of VR games?</p>
        <p>RQ4: How does visual feedback of self-avatar
interaction affect the proportion of positive reviews
about immersion of VR games?</p>
        <p>
          Presence and Perspective (RQ1): The
incorporation of a self-avatar in VR is a fundamental
element that significantly enhances the user's sense of
embodiment, crucial for fostering a deep sense of
presence and immersion within the virtual
environment. Embodiment is central to VR
experiences, directly influencing users’ engagement
and interaction within the virtual world [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ],[
          <xref ref-type="bibr" rid="ref12">12</xref>
          ].
        </p>
        <p>
          The choice of perspective, particularly between
first-person and third-person views, further
modulates this experience of embodiment.
Firstperson perspectives are often associated with a higher
sense of embodiment and presence, as they more
closely mimic the natural human perception of their
embodied perspective, offering a direct and
uninterrupted view of the virtual environment from
the avatar's eyes [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. This immersive perspective
allows users to directly align their physical movements
with those of their avatars, creating a seamless and
intuitive interaction that enhances the feeling of being
in the virtual world [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ].
        </p>
        <p>
          In contrast, third-person perspectives provide a
different type of interaction. While they offer a broader
view of the avatar and its surroundings, they can
sometimes create a sense of detachment, as the users
view their avatars from an external standpoint [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ].
However, this perspective can also be beneficial in
certain scenarios, such as strategy games or situations
where spatial awareness is key. Researchers have
found that the choice of perspective can significantly
affect how users process information and interact
within VR [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ].
        </p>
        <p>
          Hand Representation and Body Connectivity
(RQ2): Realistic hand representations can
significantly boost the sense of agency and control, a
key aspect of immersion. For example, when users see
their virtual hands synchronized with their real
movements, it enhances the sense of embodiment,
resulting in a more engaging and intuitive VR
experience [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ].
        </p>
        <p>
          The degree of body connectivity also impacts
immersive experience. A fully connected avatar, as
opposed to a disembodied hand or partial body
representation, can increase the sense of bodily
presence in the virtual environment [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. This sense of
a complete body in virtual space is crucial for a
coherent experience, as it aligns with our natural
perception of our bodies in the real world. The
integration of proprioceptive feedback, where the
user's movements are accurately reflected in the
avatar, further enhances this sense of presence and
embodiment [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ].
        </p>
        <p>Visual Features of Self-Avatars (RQ3): The
visual features of self-avatars, including their level of
detail, anthropomorphism, skin color, and body size,
play a pivotal role in shaping user experiences in VR.
These features significantly influence the degree of
identification a user feels with their avatar, which in
turn affects their immersion and overall experience.</p>
        <p>
          The level of detail in an avatar’s appearance can
dramatically affect the user's sense of presence and
immersion. High-resolution textures and detailed
avatars can enhance the presence and engagement of
the VR experience, leading to a stronger connection
between the user and the virtual environment [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ].
Detailed avatars enable users to identify more closely
with virtual selves, fostering stronger embodiment.
        </p>
        <p>
          Avatars with human-like features can enhance the
social presence and emotional connection in VR,
especially in multiplayer or social VR settings [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ].
This connection can be particularly potent when
avatars exhibit subtle human-like movements and
micro-expressions.
        </p>
        <p>
          The representation of diverse skin colors in
avatars allows users from different backgrounds to
find avatars that resemble and represent them,
enhancing their sense of identity within the VR world
[
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. The choice of an avatar’s skin color can also
impact the level of empathy and connection users feel
with the virtual character.
        </p>
        <p>
          The congruence of avatar size with the user's real
body size can affect how users perceive spatial
relationships and interact within the virtual reality
environment [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]. This aspect is particularly important
in applications where accurate spatial perception is
crucial, such as in training simulations, modelling and
other similar visualizations.
        </p>
        <p>
          Our RQ3 explores the principles of Representation
Theory [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ], which posits that the effectiveness of
information systems, such as VR environments, is
significantly enhanced when they accurately represent
real-life elements. By mirroring real-world
characteristics, these avatars serve as authentic
extensions of the user's identity within the virtual
world. This fidelity in representation fosters a deeper
connection and immersion, as users find it easier to
relate to and engage with avatars that closely resemble
actual human features and behaviors.
        </p>
        <p>
          Visual Feedback and Interaction in Self-Avatars
(RQ4): The way self-avatars interact with the virtual
environment and the corresponding visual feedback
they provide are critical in shaping a user’s immersion
and overall experience in VR. This aspect of avatar
design, encompassing the responsiveness and visual
realism of avatar interactions, significantly contributes
to the sense of presence and engagement within the
virtual world [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ].
        </p>
        <p>
          Realistic interaction mechanics, such as accurate
hand tracking and responsive movement, can deepen
the user's sense of embodiment and agency within the
virtual environment [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. This visual realism aids in
bridging the gap between the worlds, making the VR
experience more intuitive and immersive.
        </p>
        <p>
          The visual feedback from an avatar's actions, such
as changes in the environment or reactions from other
virtual entities, further amplifies the immersive
experience. The feedback provides users with tangible
consequences of their actions in VR, reinforcing the
sense an active participant in the virtual world [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ].
        </p>
      </sec>
      <sec id="sec-1-2">
        <title>1.2. Game reviews as the data source</title>
        <p>
          Avatar research has relied heavily on experimental
methods to understand user behavior and experience.
While these methods have been instrumental in
advancing the field, they come with inherent
limitations. Oulasvirta et al. (2016) [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ] highlight that
experimental settings often fail to replicate the
complexity and variability of real-world scenarios,
potentially leading to findings that lack ecological
validity. Experiments typically involve small,
nonrepresentative samples, limiting the generalizability of
the findings [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. The controlled nature of these studies
can also result in responses that do not fully capture
the spontaneous and authentic reactions of users in
naturalistic environments.
        </p>
        <p>
          Recognizing these limitations, research on avatars
has increasingly turned to alternative methods. One
method is the analysis of user-generated content, such
as user reviews. These reviews offer a rich, unfiltered,
and authentic source of user feedback. Unlike the
responses elicited in experimental settings, user
reviews provide insights into the real-world
experiences of a broad and diverse user base. This shift
is supported by the growing understanding within the
avatar studies that user experiences are multi-faceted
and context-dependent [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ].
        </p>
        <p>
          Analyzing user reviews addresses several of the
limitations inherent in experimental methods. It
provides access to a diverse user sample, offering a
level of representativeness that is often unattainable in
lab-based studies. This is particularly important in VR,
where user diversity significantly impacts interaction
patterns and experiences [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. As these reviews are
generated in naturalistic settings, they offer a more
accurate reflection of how users interact with and
perceive technology in their daily lives, thus providing
ecological validity that experimental studies might
lack.
        </p>
      </sec>
      <sec id="sec-1-3">
        <title>1.3. Proportion of reviews as a measure</title>
        <p>
          Our methodological choice to quantify the proportion
of user reviews addressing positive immersion
experience as an indicator of the games' performance
on immersion is underpinned by rigorous academic
precedent. Quantitative content analysis of
usergenerated reviews is a well-established approach in
the literature, which allows for the objective,
systematic, and quantitative examination of
communication content [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ][
          <xref ref-type="bibr" rid="ref19">19</xref>
          ]. By focusing on the
proportion of reviews that mention positive user
experience of immersion, our study adopts a metric of
salience that has been academically recognized as
indicative of the importance or prominence of that
topic within the consumer community [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ].
        </p>
        <p>
          This approach is grounded in the notion that the
frequency of comments on a specific feature can be
reflective of its significance to the user base, a
methodological assumption that is supported by the
Agenda-Setting Theory in mass communication [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ].
This theory posits that the frequency of issues covered
by the media influences the perceived importance of
these issues among the public [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ]. In the context of
online reviews, the proportion of mentions can
similarly set an 'agenda' by highlighting the features
most impactful to users' experiences [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ].
        </p>
        <p>
          The reliance on proportional data is bolstered by
research that suggests the volume and valence of
mentions in reviews can act as proxies for consumer
attitudes and satisfaction levels [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ]. The significance
of this method is further emphasized in [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ],[
          <xref ref-type="bibr" rid="ref25">25</xref>
          ]
which demonstrate a strong correlation between the
proportion of review mentions of certain attributes
and the consumer ratings of products.
        </p>
        <p>
          By utilizing the proportion of topic mentions
rather than the presence or absence of such mentions,
we mitigate the risk of over-representing outlier
opinions and instead capture a more balanced view of
the collective sentiment. This is in line with previous
findings[
          <xref ref-type="bibr" rid="ref26">26</xref>
          ]which highlight the robustness of
proportional measures in depicting a more accurate
reflection of the consensus among the user base.
        </p>
        <p>Considering these theoretical and empirical
foundations, our methodology is academically sound
and provides a nuanced lens through which to assess
the collective evaluation of a game's specific features
by its users. The proportion of topic-specific reviews
thus serves as a quantitative measure that is indicative
of the overall perceived immersion. The method of
conducting quantitative analysis with the proportion
of positive reviews on immersion is introduced in the
next section.</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>2. Methods</title>
      <sec id="sec-2-1">
        <title>2.1. Data collection</title>
        <p>From the Steam store, we narrowed the games by VR
support (VR only) and language (English supported) to
make sure our data is highly related to our research
questions about VR and to avoid difficulties caused by
multi-language text in the algorithm training. 2,938
games fulfilled the criteria. We selected the top 100
games as our sample is based on the number of user
reviews, which gave us sufficient review data for the
language model training.</p>
        <p>
          To collect the reviews, we used Steam’s official API,
which provided data on all the reviews for games in
STEAM, including the reviews’ text, published date,
time consumption on the game of the reviewers, etc.
[
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. Our data collection was conducted on 25 Oct 2023,
and a totally data of 282,847 reviews from 100 games
was collected.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Data annotations</title>
      </sec>
      <sec id="sec-2-3">
        <title>2.2.1. Game reviews</title>
        <p>To train a text classification algorithm to detect
reviews that reported positive user experience of
immersion, we randomly selected 2,500 reviews (25
for each game) from our dataset as the training data.</p>
        <p>We annotated the reviews related to positive user
experience of immersion as 1, and others as 0 with the
guide of a codebook (Table 1). In constructing this
codebook, we aligned our inclusion and exclusion
criteria with established games and theories, and prior
empirical studies about immersion. Our purpose was
to encompass a comprehensive range of elements that
contribute to immersive experiences, as delineated by
the following five aspects:</p>
        <p>
          Terminology (Immersion and its related terms):
Lombard and Ditton's (1997) [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ] theory of presence
emphasizes the psychological state where users feel
immersed in a virtual environment. By focusing on
direct references to 'immersion' or its synonyms, the
codebook aligns with this theoretical framework,
capturing users' perceived sense of being in the virtual
world. For example, "The immersion in this VR game is
really amazing; I totally forgot about the outside
world" was included, and "I spent a lot of time
immersed in this game," was excluded, where
"immersed" refers to time spent, not describing the
sense of immersion.
        </p>
        <p>
          Specificity (Detailing specific experiences or
emotions): Csikszentmihalyi’s (1991) [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ] concept of
flow in gaming posits that immersion is often
accompanied by detailed descriptions of experiences
and emotions. This criterion ensures that the reviews
analyzed are not just superficial mentions of
immersion but reflect a deeper, flow-like engagement
with the VR game. For example, we included "In this
game, I totally felt the presence of being the character,
as if I was really in that world.", and excluded "I really
enjoy this game, it's fun to play," which is just a general
experience share.
        </p>
        <p>
          Game Design (Influence of game design elements
on immersion): The Mechanics-Dynamics-Aesthetics
(MDA) framework proposed by Hunicke, LeBlanc, and
Zubek (2004) [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ] illustrates how game mechanics
influence player dynamics, including immersion. This
criterion captures how users perceive and articulate
the influence of game design on their immersive
experiences. For example, we included "The 3D sound
effects in the game made me feel like I was truly in
another world” and excluded "The graphics of the
game are beautiful," which did not mention how it
affects immersion.
        </p>
        <p>
          Interactivity (Enhancement of immersion
through game's interactive features): The emphasis on
interactivity aligns with Witmer and Singer’s (1998)
[
          <xref ref-type="bibr" rid="ref30">30</xref>
          ] Immersion Tendency Questionnaire, which
suggests that interactive features of a game
significantly contribute to the immersion experience.
By coding for mentions of enhancement of immersion
through interactivity, the codebook captures this
aspect of the VR experience. For example, "The gesture
control made me completely immersed in the game's
actions" was included, and "The game controls are
smooth," which did not mention immersion was
excluded.
        </p>
        <p>
          Real-World Comparison (Comparisons with
realworld sensations): This criterion is based on the
concept of 'Place Illusion' in VR [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ], which argues that
realistic, immersive VR experiences often lead to
comparisons with real-world sensations. By coding for
such comparisons, the codebook identifies instances
where the immersive experience is strong enough to
elicit real-world analogies, indicating a high level of
presence. For example, we included "When I put on the
VR headset, I completely forgot the outside world, as if
I was in the game.", and excluded "This game made me
forget my daily troubles," which did not specifically
involve the immersive experience.
        </p>
        <p>Finally, 146 (5.84%) reviews were annotated as 1
(related to the positive user experience of immersion).
2.2.2. Game data
To classify avatar visual representations in the 100 VR
games, we designed another codebook based on
established games and theories, and prior empirical
studies about avatar representation and embodiment.
To observe self-avatar representations in each game,
we used the keyword “game name + full gameplay” on
YouTube and watched at least two of the gameplay
videos with a minimum of five minutes on each video.
After totally understanding every feature of the
selfavatar representation, we annotated them based on
the codebook (Table 2). For a further explication and
descriptive data of the avatars’ feature annotation, see
section 3. Results.</p>
        <p>In our annotation of avatars within the selected VR
games, we paid particular attention to the aspect of
personalization. For each feature of the avatar, such as
skin color and body size, we assessed whether the
game allowed players to personalize these elements. If
a game offered the option for players to customize
these aspects of their avatar, we labeled it as
'personalized'. Most of the games in our study do not
have personalized self-avatars. Consequently, in our
quantitative analysis, any data related to these
customizable features were treated as missing due to
insufficient data.</p>
      </sec>
      <sec id="sec-2-4">
        <title>2.2.3. Reliability of annotation</title>
        <p>
          To ensure the accuracy and consistency of our manual
coding process, we conducted a preliminary
annotation exercise with three independent coders.
For the review data, three coders were tasked with
analyzing a subset of 100 reviews, while for the avatar
features, three coders each coded the characteristics of
10 games. Inter-rater reliability was evaluated using
Cohen’s k, which measures the level of agreement
between coders beyond what would be expected by
chance [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ]. A score of .81 for the review data
indicated good agreement, whereas for the avatar
features a score of .68 suggested substantial
agreement. Discrepancies in coding were reviewed in
a series of consensus meetings where the coders
discussed each disagreement until a unanimous
decision was reached.
        </p>
      </sec>
      <sec id="sec-2-5">
        <title>2.3. Topic detection</title>
        <p>
          To classify the sentiment of reviews, we employed a
state-of-the-art text classification algorithm BERT
(Bidirectional Encoder Representations from
Transformers) [
          <xref ref-type="bibr" rid="ref33">33</xref>
          ]. BERT is particularly well-suited
for natural language processing tasks due to its deep
learning architecture that considers the context from
both the left and the right side of a token.
        </p>
        <p>To train the model, we utilized a labeled dataset,
where each review was pre-classified as either
positive (1) or negative (0) based on the criteria in the
codebook. The model was fine-tuned on this dataset,
iterating through the corpus to learn the complex
patterns associated with the sentiment expressed in
gaming reviews.</p>
        <p>We assessed the performance of our final BERT
model using several evaluation metrics. The Receiver
Operating Characteristic Area Under the Curve (ROC
AUC) was 0.9679, indicating an excellent ability of the
model to discriminate between the positive and
negative classes. The ROC AUC is a performance
measurement for classification problems at various
threshold settings, where a score of 1 represents a
perfect model and a score of 0.5 represents a model
with no discriminative power.</p>
        <p>In terms of precision, recall, and F1-score, which
are critical metrics for classification problems, our
model achieved the following results:</p>
        <p>For class 0 (negative reviews), the model had a
precision of 0.9916, meaning that 99.16% of the
negative classifications were correct. The recall was
0.9834, indicating that 98.34% of the actual negative
instances were correctly identified. The F1-score, a
harmonic mean of precision and recall, was 0.9875.</p>
        <p>For class 1 (positive reviews), the model achieved
a precision of 0.7647 and a recall of 0.8667, resulting
in an F1-score of 0.8125. This shows that while the
model was slightly less precise in identifying positive
reviews, it was robust in retrieving a high proportion
of all relevant instances.</p>
        <p>The overall accuracy of the model was 0.9766,
demonstrating that it correctly classified 97.66% of
the reviews. The macro average F1-score, which gives
equal weight to both classes, was 0.9000, and the
weighted average F1-score, which accounts for class
imbalance, was 0.9772.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Results</title>
      <p>As the size is relatively small for our dataset, we
selected the Mann-Whitney U test as a primary method
of analysis. This non-parametric test is best suited to
compare differences between two independent groups
when the sample sizes are small, and distribution of
data is not assumed normal. We also utilized Cliff’s
Delta as an effect size measure that gives a more
relevant estimate of the scale of observed disparities
in nonparametric situations. This approach
supplements what we found with substantial practical
understanding beyond just statistical significance. The
results showed that some avatar features have impacts
on perceived immersion. Especially, the realism of
hand representation had a large effect size and thus it
can be concluded that how hands represented in video
game may considerably contribute to immersive
experience. Contrastingly, detailed textures and skin
color transparency reflected small to medium effect
sizes showing that they had more modest impacts on
immersion. The size of avatar and the provision of
visual feedback from interactions also had medium
effect sizes indicating their considerable role to
improve immersive experience. These results note
that certain avatar features may have different effects
on the immersion of players in VR spaces. Table 3
summarizes the details for each feature in terms of
statistics and effect sizes</p>
      <sec id="sec-3-1">
        <title>MannWhitney U</title>
      </sec>
      <sec id="sec-3-2">
        <title>Asymp. Sig. Effect size (Cliff's d)</title>
        <p>765
481
882
840
890
366
666
590
1037
20
172
26
344
.384
.153
.325
.294
.068
.528
.374
.304
.431
.106
.403
.154
.068
.138*
.307**
.146*
.148*
.601***
-.099
.138*
-.149*
.106*
-.487**
.194*
-.422**
.451**
Includes detailed textures
3.2% (N = 22, SD = .028)</p>
        <p>Excludes detailed textures
2.5% (N = 63, SD = .024)
Note. * small effect size (0.1 &lt; |d| &lt; 0.3), ** medium effect size (0.3 &lt; |d| &lt; 0.5), *** large effect size (|d| &gt; 0.5).</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Discussion</title>
      <p>By analyzing user reviews from a selection of the most
popular VR games on Steam, we found insights that
challenge conventional understandings and
potentially inspire novel perspectives in avatar
research in the context of immersive virtual reality.
Our discussions explore the multifaceted findings of
our study, interpreting the implications of our results.</p>
      <sec id="sec-4-1">
        <title>4.1. Overall results of the Mann</title>
      </sec>
      <sec id="sec-4-2">
        <title>Whitney U and effect sizes</title>
        <p>
          The predominance of non-significant results in our
Mann-Whitney U initially appears to suggest a limited
influence of avatar characteristics on player
immersion. However, focusing on the effect sizes,
rather than solely on statistical significance, offers a
more nuanced understanding of our findings. Effect
sizes provide insight into the magnitude of differences,
and are less impacted by sample size, which is
particularly informative in studies like ours where the
sample size is relatively small [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ]. However, it is
important to note that the precision and confidence
interval of these effect sizes is still influenced by the
sample size.
        </p>
        <p>These specific effect size results from our study
carry important implications for future avatar
research and design. The impact of avatar presence
and perspective highlights the need for more targeted
research to understand which aspects of avatar design
resonate with different user demographics. For
instance, future studies might explore how individual
player characteristics, such as prior VR experience or
personal preferences, interact with avatar features to
affect immersion.</p>
        <p>Moreover, our findings about the medium effect of
first-person perspective on immersion suggest that VR
game designers might consider offering players the
option to choose their preferred perspective. This
customization could cater to diverse player
preferences, potentially enhancing the immersive
experience for a broader user base.</p>
        <p>Furthermore, the impact of skin color and avatar
size in our study, which exhibited considerable effect
sizes warrants special attention in design
considerations. These factors were among the closest
to reaching statistical significance, indicating their
potential substantial influence on immersion in VR
experiences. This suggests that even seemingly minor
aspects of avatar design, like skin tone and body size,
can have a profound impact on how users perceive and
interact with the virtual environment.</p>
      </sec>
      <sec id="sec-4-3">
        <title>4.2. Trends in avatar design for VR games</title>
        <p>The descriptive analysis of the top 100 VR games on
Steam provides a revealing glimpse into current trends
in VR game design, particularly regarding avatar
representation. A striking observation from our data is
the scarcity of third-person perspectives, including
indirect forms such as mirror reflections, in popular</p>
        <p>VR games. This trend has significant implications for
the direction of avatar research.</p>
        <p>Most avatar research has placed emphasis on
visual attributes such as gender, age, and other identity
markers. However, our findings suggest a disconnect
between these research foci and the real-world VR
games. In the absence of third-person perspectives or
mirrors used in most popular VR games, features like
facial appearance, gender, or age are less perceived.
This raises questions about the relevance of such
visual cues in first-person VR environments, where
users primarily interact with the game world through
their avatars' hands and actions.</p>
        <p>
          Given this context, a shift in research focus appears
necessary. Hand and lower-body representations in
VR seem to be more critical for user immersion and
interaction. This is supported by studies such as [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ],
which highlight the importance of hand representation
in VR for enhancing the sense of control and
embodiment. Additionally, research by [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]
underscores the significance of embodiment in
firstperson VR experiences, further validating the need to
focus on aspects directly experienced by the user.
        </p>
        <p>Therefore, future avatar research might consider
prioritizing the study of hand and full-body
representations, exploring how their design, realism,
and functionality contribute to immersion.</p>
      </sec>
      <sec id="sec-4-4">
        <title>4.3. Avatar-user visual similarity and immersion</title>
        <p>Our findings make a significant contribution to the
understanding of avatar-user similarity and its impact
on immersion in VR games. The nuances revealed
through our analysis underscore the importance of
similarity in fostering a deeper sense of immersion.</p>
        <p>
          The preference for more detailed and realistic
avatars aligns with the theory that higher fidelity in
avatar design enhances the player's ability to relate to
and identify with their virtual counterpart. This is
supported by studies like that of [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ], which found that
users respond more positively to avatars that
resemble their real-life appearance. Our findings
extend this notion, suggesting that a detailed,
highfidelity avatar can act as an extension of the self within
the virtual environment, thereby enhancing the
immersive experience.
        </p>
        <p>
          The observation regarding the preference for
lightskinned avatars also points to a deeper aspect of
useravatar similarity but it could be reflective of the
demographic composition of the VR gaming
community. This phenomenon is echoed in the work
[
          <xref ref-type="bibr" rid="ref10">10</xref>
          ], which demonstrated how skin color in avatars
could influence the user's experiences and reactions in
a virtual environment. Their results suggest that
congruence in physical characteristics, such as skin
color, between the avatar and the user can intensify
the immersion, possibly due to enhanced
identification.
        </p>
        <p>
          Additionally, body size emerged as an influential
aspect of avatar-user similarity. Our findings suggest
that avatars with body sizes that closely match or are
perceived as ideal by users can practically impact
immersion. This is supported by research from [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ],
which demonstrated that the physical dimensions of
avatars, including their height and build, can affect the
user’s psychological responses in virtual interactions.
An avatar with a relatable body size can create a more
compelling and convincing representation of the user
in the virtual world, contributing to a heightened sense
of presence and immersion.
        </p>
        <p>These insights suggest that VR developers should
consider incorporating customizable avatars that can
adapt to diverse user preferences, thereby enriching
the overall user experience in virtual environments.</p>
      </sec>
      <sec id="sec-4-5">
        <title>4.4. Methodological innovations and contributions to avatar studies</title>
        <p>The methodology employed in this study represents a
significant paradigm shift in avatar research,
particularly in the field of VR. By harnessing the power
of user-generated content in the form of Steam
reviews, we have successfully introduced a novel
approach to understanding how self-avatars impact
user experiences in VR games. This method transcends
the limitations of experimental research, offering a
more authentic and comprehensive view of player
perceptions and interactions with avatars.</p>
        <p>
          Our approach, which combines the advanced
natural language processing capabilities of BERT with
meticulous manual coding, enables us to extract and
analyze nuanced player feedback on a scale previously
unachievable. This dual-method strategy effectively
balances the need for large-scale data analysis with the
subtlety of human interpretation, setting a new
standard for research in this field. The use of BERT,
particularly, exemplifies the cutting-edge of
computational linguistics, offering unprecedented
precision in identifying and classifying relevant user
sentiments [
          <xref ref-type="bibr" rid="ref33">33</xref>
          ].
        </p>
        <p>The significance of this methodology lies not just in
its technical prowess but also in its ability to capture
the diverse and multifaceted experiences of users.
Unlike controlled experimental settings, our approach
taps into a rich vein of real-world user interactions,
encompassing a broad spectrum of opinions and
experiences.</p>
        <p>
          Furthermore, the insights garnered through this
method offer invaluable implications for VR game
design and avatar development. By understanding
user preferences and perceptions as expressed
organically in reviews, developers can tailor avatar
designs more effectively to enhance user immersion
and satisfaction. This user-centered approach to
design is increasingly recognized as vital in creating
engaging and impactful VR experiences [
          <xref ref-type="bibr" rid="ref35">35</xref>
          ].
        </p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Limitations and future research agenda</title>
      <p>While our study provides valuable insights into
selfavatar characteristics in VR games, it's crucial to
acknowledge its limitations and outline potential
avenues for future research.</p>
      <sec id="sec-5-1">
        <title>5.1. Sample size and scope of analysis</title>
        <p>
          The primary limitation of our study is the sample size
(n=100), which constrains the depth and breadth of
our analysis. With a larger dataset, more robust
statistical methods like linear regression or factor
analysis could be employed to uncover deeper insights
[
          <xref ref-type="bibr" rid="ref36">36</xref>
          ]. The selected games are the most popular on
Steam, which indicates that the findings in this study
might not be generalizable to a broader range of VR
experiences.
        </p>
        <p>
          Expanding the study to include other VR platforms,
such as Meta Quest, can provide a broader perspective.
By analyzing user reviews across different platforms,
researchers can capture a more diverse range of user
experiences and preferences, as noted by [
          <xref ref-type="bibr" rid="ref35">35</xref>
          ] in their
discussion on user experience research.
        </p>
        <p>
          Future research should also consider longitudinal
studies to track changes in user preferences and
perceptions over time, as VR technology continues to
evolve [
          <xref ref-type="bibr" rid="ref37">37</xref>
          ].
        </p>
      </sec>
      <sec id="sec-5-2">
        <title>5.2. Sentiment classification</title>
        <p>The initial plan to classify sentiment in
immersionrelated reviews encountered a limitation due to the
small size of the training dataset. This small sample
size restricts the robustness and generalizability of
any sentiment classification model we could develop.</p>
        <p>
          Despite the small dataset, our annotated data
revealed a significant majority of positive
immersionrelated reviews (93.15%, n=136). This high
proportion of positive sentiment is promising,
suggesting that players generally perceive immersion
aspects of VR games favorably. However, as [
          <xref ref-type="bibr" rid="ref38">38</xref>
          ] noted,
sentiment analysis in complex domains like gaming
can benefit from more nuanced classification,
capturing a spectrum of sentiments rather than a
binary positive/negative division.
        </p>
        <p>For future research, expanding the dataset for
training the sentiment model is crucial. A larger and
more varied set of reviews would enable the
development of a more sophisticated sentiment
analysis model that can accurately differentiate
between positive and negative sentiments regarding
immersion.</p>
        <p>
          Additionally, future studies should consider
employing advanced machine learning techniques that
can handle imbalanced datasets, as often seen in
usergenerated content where certain sentiments may
dominate. Techniques such as SMOTE (Synthetic
Minority Over-sampling Technique) or ensemble
learning methods can address the imbalance, as
recommended by [
          <xref ref-type="bibr" rid="ref39">39</xref>
          ].
        </p>
      </sec>
      <sec id="sec-5-3">
        <title>5.3. Observational limitations</title>
        <p>The use of YouTube gameplay videos as a primary
source for observing avatar characteristics in VR
games presents several limitations that need
consideration in future research.</p>
        <p>
          While YouTube offers accessibility and a wide
range of content, relying on gameplay videos for
detailed observations can lead to incomplete or
skewed data. Gameplay videos are often edited and
curated, potentially omitting crucial aspects of the
gaming experience that are pertinent to avatar
research. This limitation aligns with the concerns
raised by [
          <xref ref-type="bibr" rid="ref40">40</xref>
          ], who note that online video content may
not always represent the full spectrum of user
experiences due to selective editing.
        </p>
        <p>
          Another limitation is the potential for bias in the
selection of videos. Content creators may have specific
preferences or play styles that do not represent the
average player's experience. This issue is highlighted
by [
          <xref ref-type="bibr" rid="ref41">41</xref>
          ], who discusses how content creator biases can
influence the portrayal of digital experiences in online
videos.
        </p>
        <p>
          To address these limitations, future studies could
incorporate direct gameplay observation through
platforms that offer unedited and comprehensive
gameplay experiences. For instance, using data from
beta testing sessions or developer-provided gameplay
footage could yield more accurate and representative
insights into avatar characteristics. Additionally, as
suggested by [
          <xref ref-type="bibr" rid="ref42">42</xref>
          ], incorporating player interviews or
surveys alongside gameplay observation can provide a
more holistic understanding of player experiences and
perceptions.
        </p>
      </sec>
      <sec id="sec-5-4">
        <title>5.4. Impact of game type diversity</title>
        <p>The diversity of game types in our sample of 100 VR
games, ranging from RPGs to sports, music videos, and
shooting games, introduces a potential confounding
variable in our analysis of avatar representations. The
variation in game genres can significantly influence
how avatars are designed and interacted with,
potentially impacting user perceptions of immersion.</p>
        <p>
          The heterogeneous nature of game genres in our
dataset could have diluted the specificity of our
findings regarding avatar representations. As
highlighted by [
          <xref ref-type="bibr" rid="ref43">43</xref>
          ], different game genres cater to
different player expectations and experiences, which
can significantly affect how players perceive and
interact with avatars. For instance, the role and
representation of avatars in an RPG might be
fundamentally different from those in a sports game,
leading to varied impacts on user immersion.
        </p>
        <p>To address this issue, future research should
consider focusing on specific game genres to control
genre-related variance. This approach would allow for
a more nuanced understanding of how avatar
representations influence immersion within a
particular gaming context. By isolating the variable of
game type, researchers can more accurately assess the
impact of avatars on the user experience.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgements</title>
      <p>This research was partially supported by the Academy
of Finland (342144; ’POSTEMOTION’).</p>
    </sec>
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