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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>How Do Bias Strategies and Appearance Shape Avatar Preferences?: Toward the Development of Avatars for Health Support</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Sana Ozono</string-name>
          <email>ozono.sana.399@s.kyushu-u.ac.jp</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Carolin Schindler</string-name>
          <email>carolin.schindler@uni-ulm.de</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yugo Nakamura</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yutaka Arakawa</string-name>
          <email>arakawa@ait.kyushu-u.ac.jp</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Wolfgang Minker</string-name>
          <email>wolfgang.minker@uni-ulm.de</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Kyushu University</institution>
          ,
          <addr-line>744 Motooka, Nishi-ku, Fukuoka-shi, Fukuoka, 819-0395</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Ulm University, Institute of Communications Engineering</institution>
          ,
          <addr-line>89081 Ulm</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In recent years, avatar technology with voice interaction capabilities has garnered attention as a tool to enhance patient communication and promote health advice and behavioral change in the medical and healthcare fields. In this study, we conducted two experiments to investigate efective persuasion methods and avatar appearances in healthcare contexts, targeting participants from four nationalities: Japanese, German, Russian, and Egyptian, to clarify the conditions for efective healthcare avatars. In the first experiment, we examined the efectiveness of persuasion by avatars, utilizing cognitive biases and data-driven persuasion that have both been proven efective in real-world settings. Specifically, we used videos promoting the "vegetable-first diet," which encourages consuming vegetables before other foods, and compared four conditions: neutral persuasion, persuasion with synchrony bias, persuasion with data and evidence, and persuasion with authority bias. A total of 102 participants, including Japanese, German, Russian, and Egyptian individuals, took part in this experiment. In the second experiment, we investigated the influence of avatar appearances on the receptivity of health advice, featuring 12 avatar variations based on ethnicity (Asian, Caucasian, and Arab), gender, and clothing style (casual white shirt or lab coat). This experiment involved 67 participants across the same four nationalities. Based on the results of our studies, we propose design guidelines for developing culturally and nationally adaptive healthcare avatars with enhanced persuasive efectiveness. Our findings provide fundamental insights into the practical application of avatars in the healthcare domain across nationalities.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Avatar</kwd>
        <kwd>Healthcare</kwd>
        <kwd>Cognitive Bias</kwd>
        <kwd>Appearance Preferences</kwd>
        <kwd>Nationality</kwd>
        <kwd>Persuasion</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        In recent years, avatar technology used in virtual spaces and games has attracted attention for its
potential to enhance patient communication and improve the quality of services in the medical and
healthcare fields [
        <xref ref-type="bibr" rid="ref1 ref2 ref3">1, 2, 3</xref>
        ]. In particular, avatars equipped with voice interaction capabilities are expected
to facilitate natural communication with patients, providing health-related advice and promoting
behavioral changes [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. However, cognitive biases proven efective in real-world settings, such as synchrony
bias and authority bias, as well as persuasion methods like data-driven persuasion, remain insuficiently
studied regarding their potential to enhance or harm the persuasive power of avatars. Moreover, the
impact of the appearance of avatars on their persuasive efectiveness, particularly considering diferences
in nationality and cultural background, has not been comprehensively investigated. Therefore, this
study conducted two experiments to examine the efectiveness of persuasion by avatars and the impact
of avatar appearance on the receptivity of health advice, targeting participants from four nationalities:
Japanese, German, Russian, and Egyptian.
      </p>
      <p>The first experiment aimed to examine the efectiveness of persuasion by avatars in a healthcare
context using cognitive bias-based persuasion and data-driven persuasion. The second experiment
focused on investigating the preferred appearance of avatars in healthcare settings.</p>
      <p>
        Specifically, in the first experiment, we used videos promoting the "vegetable-first diet," which
encourages individuals to eat vegetables before other foods. Four persuasion conditions were compared:
neutral persuasion, synchrony bias-based persuasion, data-driven persuasion, and authority bias-based
persuasion, with both avatar-based and real-human presentations. In real-world settings, synchrony
bias has been shown to be efective in facilitating behavioral changes among Japanese participants
under certain conditions [
        <xref ref-type="bibr" rid="ref5 ref6">5, 6</xref>
        ], authority bias has been reported to influence individuals from various
nationalities, including Germans, under specific circumstances [
        <xref ref-type="bibr" rid="ref7 ref8">7, 8</xref>
        ], and data-driven persuasion has
demonstrated efectiveness across diverse cultural contexts under particular conditions [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Furthermore,
in some countries, including Japan, the impact of cognitive biases has been found to vary depending
on the situational and contextual factors [
        <xref ref-type="bibr" rid="ref10 ref11 ref12">10, 11, 12</xref>
        ]. Based on these insights, the fisrt study aims to
elucidate how persuasion using healthcare avatars influences users’ perceptions and behaviors.
      </p>
      <p>The second experiment examined the receptivity of health advice for 12 diferent avatar designs,
featuring male and female avatars of Asian, Caucasian, and Arab ethnicities wearing either a white
T-shirt or a white coat. Additionally, participants were asked to estimate the perceived age of each
avatar to investigate how age perception influences the acceptance of medical advice. The second
study further analyzed how the perceived age of avatars relates to their persuasiveness and credibility.
Through these two experiments and based on the findings, we aim to derive design guidelines for
developing highly persuasive healthcare avatars that are adaptable to users from diverse national and
cultural backgrounds.</p>
      <p>This paper is organized as follows. Chapter 2 reviews case studies of healthcare using avatars,
prior research on cognitive biases and data-driven persasion, and avatar appearances in real-world
and virtual settings, and the positioning of this study. In Chapter 3, we describe the experiment and
results investigating efective persuasion methods with avatars, analyzed by nationality. In Chapter 4,
we describe the experiment and results examining the appearance of avatars efective for persuasion,
analyzed by nationality, and provide a discussion. Chapter 5 discusses future directions, and Chapter 6
concludes the paper.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Work</title>
      <p>
        Avatars are utilized as characters or icons to represent users in virtual and online environments such as
games, virtual events, and virtual reality (VR). Users often communicate with others in virtual spaces
through avatars, which serve as extensions of themselves within these environments. Avatars play an
important role in communication and persuasion across various digital platforms, acting as a critical
medium for interaction in virtual settings [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <sec id="sec-2-1">
        <title>2.1. Examples of Healthcare Services Using Avatars</title>
        <p>
          Yan et al. focused on the role of AI avatars in the healthcare field and proposed a framework to enhance
the conversational abilities of chatbots and foster human-like interactions with patients [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. This
framework utilizes a three-category prompt dictionary and a prompt improvement mechanism to
ifne-tune a general-purpose AI language model, enabling the creation of AI avatars that can discuss
medical issues with patients. Additionally, they demonstrated that incorporating personality into
chatbots could potentially increase patient engagement. Winkler et al. conducted a scoping review on
telecare interventions utilizing avatars and virtual agents, showing that teletherapy and telemonitoring
contribute to improved clinical outcomes and increased adherence [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. Furthermore, these interventions
reported high system usability and participant satisfaction, supporting the efectiveness of telecare
models in home healthcare settings. Shaked focused on the design and evaluation of assistive applications
for the elderly using avatars and virtual agents, emphasizing the importance of designing interfaces
that enable elderly users to build intimate relationships with avatars [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. Additionally, based on the
characteristics of avatars with monitoring and companionship functions for home care, Shaked proposed
design requirements tailored to the needs of elderly users.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Examples of Cognitive Biases Observed for Diferent Nationalities</title>
        <p>
          In the real world, it has been shown that synchrony bias is efective in influencing Japanese behavioral
changes under certain conditions [
          <xref ref-type="bibr" rid="ref5 ref6">5, 6</xref>
          ], authority bias influences behavior in specific contexts among
Germans and many other nationalities [
          <xref ref-type="bibr" rid="ref7 ref8">7, 8</xref>
          ], and data-driven persuasion demonstrates efectiveness
across a wide range of cultures under certain conditions [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. Additionally, it has been pointed out that
the influence of cognitive biases varies depending on the situation and context in certain countries,
including Japan [
          <xref ref-type="bibr" rid="ref10 ref11 ref12">10, 11, 12</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Examples of Studies Investigating Avatar Appearance</title>
        <p>
          The appearance of avatars can be categorized into three types: realistic, stylized with an emphasis on
design freedom, and fully animated. Each type serves specific functions tailored to user preferences
and contextual needs. According to prior studies on avatar appearance, users tend to prefer human-like
avatars that emphasize trustworthiness and reliability in formal settings, while in relaxed scenarios,
such as entertainment or recreational contexts, stylish avatars featuring non-existent colors, shapes, and
highly fashionable elements are more often chosen. These findings highlight the impact of situational
context on avatar selection [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. Chandra has demonstrated that realistic avatars are particularly
efective in establishing trust and empathy, especially in telemedicine and mental health scenarios [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ].
Additionally, research on the impact of avatars on implicit ethnical biases has advanced, with Kyrlitsias
et al. revealing that users who experience darker-skinned avatars show a reduction in implicit biases
toward individuals with darker skin tones. This efect has been shown to persist for up to one week
following the experience [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-4">
        <title>2.4. Positioning of This Work</title>
        <p>In the real world, numerous studies have investigated how individuals from diferent nationalities
are influenced by cognitive biases, taking cultural backgrounds into account. However, to the best
of our knowledge, no studies have yet explored whether users are similarly influenced by cognitive
biases when interacting with avatars, and how this varies across nationalities. Additionally, while
extensive research has been conducted on avatar preferences in various contexts, many studies have
not suficiently considered cultural backgrounds. Comparative studies on avatar preferences across
nationalities remain scarce. This study aims to examine efective persuasion techniques and preferred
avatar appearances in the context of healthcare. For the former, participants will view eight videos,
in which both a human and an avatar of the same ethnicy and gender perform neutral persuasion
as well as three types of persuasions. The persuasive efectiveness of the avatar will be evaluated by
measuring changes before and after viewing the videos, comparing responses across participants from
four nationalities: Japanese, German, Russian, and Egyptian. For the latter, we will prepare realistic
avatars representing three diferent ethnicies, each presented in two attire options: a T-shirt and a lab
coat. Both male and female avatars will be included, resulting in a total of 12 avatar designs. Using
these avatars, we will conduct an experiment to compare preferences for avatar appearances across the
same four nationalities: Japanese, German, Russian, and Egyptian.</p>
        <p>Through these two investigations, we aim to uncover how efective persuasion techniques and
preferences for avatar appearances difer based on nationality and cultural background. Furthermore,
this study seeks to provide valuable data for designing appropriate communication methods and avatar
appearances for healthcare applications.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Experiment Investigating Efective Persuasion with Avatars</title>
      <p>This study aims to identify efective persuasion techniques in the healthcare context across diferent
nationalities. Specifically, the study focuses on comparing the persuasiveness of various techniques to
promote the "vegetable-first diet," a health method encouraging the consumption of vegetables, fruits,
and proteins before carbohydrates. The experiment employed videos where both humans and avatars
conveyed persuasive messages. Due to limitations in selecting suitable speakers, the speakers were a
Japanese female, a Russian male, an Egyptian female, and a German female. This constraint resulted
in variations in the speaker’s gender by nationality, which should be noted. However, the primary
purpose of this study is to investigate the efects of biases and efective persuasion with avatars across
nationalities. While it is dificult to completely eliminate the influence of gender diferences, analyses
that account for this factor are necessary. To prevent biases stemming from participants recognizing
the speakers in the videos, deepfake technology Akool was employed to alter the speakers’ faces, and a
voice changer CapCut was used to modify their voices. The appearance of the avatars was designed by
us to reflect the typical ethnical characteristics of each nationality, based on input from at least two
local advisors to ensure a realistic representation using VRoid Studio, a 3D character creation tool. The
age range of the avatars was aligned with the human speakers, with avatars representing young adults
in their 20s to 30s. Table reftab:designs shows the avatar design. Regarding the specific appearance of
the avatars, the 2-B-f design was used for Japanese female participants, the 2-A-f design for German
female participants, the 2-C-f design for Egyptian female participants, and the 2-A-m design for Russian
male participants (as shown in Table 2).</p>
      <p>The videos featuring the avatar were recorded using the motion capture service Calidface3d, which
allows the 3D model to move in sync with the speaker’s facial expressions and movements. Regarding
clothing, the human speakers wore outfits with subdued colors and simple designs to avoid giving
viewers overly specific impressions. The avatars, on the other hand, were uniformly dressed in white
T-shirts, with compositions showing only the upper body from the shoulders up. All videos were kept
under one minute in length. Each video aimed to promote the "vegetable-first diet" using one of four
persuasion techniques: neutral persuasion, persuasion with synchrony bias, persuasion with data and
evidence, and persuasion with authority bias. A total of eight videos were created, combining these
techniques with human and avatar speakers. The general content of each persuasion technique is
shown in Table 1. Participants were asked to rate, on a 7-point Likert scale, the extent to which they
wanted to practice the "vegetable-first diet" method before and after watching the videos. After viewing
the videos, they were also asked to provide reasons for their responses. To prevent biases caused by the
presentation order in the questionnaire, the order of the videos was randomized for each participant.
Additionally, a questionnaire related to the experiment was conducted, asking participants about their
familiarity with AI-equipped voice interaction systems, whether they were previously aware of the
"vegetable-first diet" method, and how much attention they typically pay to their health, including
specific practices. Through this investigation, the study aims to elucidate how efective avatar-based
persuasion techniques vary by nationality in the context of healthcare and to identify appropriate
communication methods for healthcare settings.</p>
      <sec id="sec-3-1">
        <title>3.1. Research Question</title>
        <sec id="sec-3-1-1">
          <title>In this study, we are trying to answer the following research question: • How does the use of avatars, compared to humans, influence bias-based persuasion across diferent nationalities?</title>
        </sec>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Experiment Overview</title>
        <p>This experiment investigated the impact of avatar appearance and bias on persuasive efectiveness
in a healthcare context, comparing results across diferent nationalities. The participants included 58
Japanese (38 males and 20 females, mean age 24.25, SD = 2.06), 11 Germans (6 males and 5 females, mean</p>
        <p>Enhances the neutral explanation by mentioning a study by a professor from a
well-known university reporting 80% of participants experienced positive efects
and introducing a book published by another professor from a prestigious
university.
age 26.09, SD = 4.64), 15 Egyptians (8 males and 7 females, mean age 27.0, SD = 4.70), and 18 Russians
(8 males and 10 females, mean age 28.67, SD = 3.93). Each participant watched videos promoting the
health practice of the "vegetable-first diet," a method of consuming vegetables, fruits, and proteins
before carbohydrates. The participants rated the persuasiveness of the videos using a 7-point Likert
scale to measure their willingness to adopt the "vegetable-first diet" both before and after watching the
videos.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Results and Discussion</title>
        <p>All 102 responses were deemed valid. The evaluation and discussion were conducted based on the
quantitative data obtained from the Likert scale measuring the extent to which participants intended to
practice the "vegetable-first diet" before and after watching the videos, as well as the qualitative data
derived from participants’ feedback.</p>
        <p>The changes in motivation scores for practicing the "vegetable-first diet" are shown in Figure 1. The
horizontal axis represents the video types (H-n, H-s, H-d, H-a, A-n, A-s, A-d, A-a), while the vertical
axis represents the nationalities (Japan, Germany, Russia, Egypt). The video types are categorized
as follows: "H-" represents persuasion by a human, while "A-" represents persuasion by an avatar.
Additionally, "n" indicates neutral persuasion, "s" represents persuasion using synchrony bias, "d" refers
to data-driven persuasion, and "a" signifies persuasion using authority bias. For instance, "H-n" denotes
neutral persuasion by a human, while "A-s" refers to persuasion by an avatar using synchrony bias.
These naming conventions were applied to label each video accordingly.The score diferences before
and after viewing were calculated, and the Wilcoxon signed-rank test was conducted. This method
was chosen because the study employs a within-subjects design (each participant provides paired
preand post-viewing data), and the score distributions may not necessarily follow a normal distribution,
making non-parametric testing appropriate. The p-values, which indicate the statistical significance of
the score diferences, are shown in each cell.</p>
        <p>The top part of each cell indicates the mean score diference, while the bottom part presents the
p-value from the statistical test. A p-value less than 0.05 is denoted as “p&lt;0.05” to indicate statistical
significance, while values equal to or greater than 0.05 are denoted as “p&gt;=0.05.” The cell colors are
based on the score diferences, with red shades representing an increase and blue shades representing a
decrease. The intensity of the colors reflects the magnitude of the score diferences.</p>
        <p>An analysis of the open-ended responses regarding each video revealed unique trends for each
nationality. First, in terms of familiarity with voice dialogue systems, Japan scored the highest, followed
by Russia, Egypt, and Germany. Regarding the degree of attention paid to health, Russia ranked the
highest, followed by Germany, Japan, and Egypt. Furthermore, familiarity with the "vegetable-first diet"
was overwhelmingly high in Japan (89.1%), followed by Egypt (33.4%), Russia (27.7%), and Germany
(18.2%). The tendency for Japanese participants to exhibit less positive changes after viewing the videos
may be attributed to the high familiarity with the "vegetable-first diet". Indeed, some participants stated,
"I am already practicing the "vegetable-first diet", so the videos did not influence me."</p>
        <p>Each nationality demonstrated distinct trends. Japanese participants showed a tendency to be
influenced by conformity bias more than participants from other countries, but there was an equal
number of skeptical responses regarding this bias. Many participants expressed mistrust toward
information framed as "because everyone else is doing it," resulting in conformity bias having limited
positive efects. The negative and statistically large efect for conformity bias in Japan was unexpected.
This may be due to the sample largely consisting of university students who are inclined to think
independently. Information emphasizing collective behavior may have been perceived as suspicious.
These results suggest that employing conformity bias with avatars requires careful consideration of
context and target audience.</p>
        <p>German participants were more likely to be influenced by data-driven persuasion and authority
bias, with many finding expert claims and the presentation of evidence to be persuasive. Conversely,
conformity bias had little efect, as many participants indicated that they do not rely on others’ behavior
as a reference. Among Russian participants, conformity bias elicited predominantly negative reactions,
with terms such as “suspicious” and “lacking evidence” frequently used. Citing sources such as
television or social media was perceived as lacking authority. In contrast, Egyptian participants exhibited
relatively less resistance to persuasion by avatars compared to other nationalities. Many highlighted
the importance of the avatar’s appearance and movement quality in establishing credibility.</p>
        <p>Across all nationalities, human-led persuasion was generally viewed as more trustworthy than
avatarled persuasion. In Japan, in particular, participants displayed a strong sense of caution toward avatars,
which suggests a lack of trust in avatars as a new medium. This may stem from Japan’s generally
conservative attitudes and the perceived unnaturalness of avatar movements and expressions. However,
many participants indicated that more natural expressions and eye movements in avatars could improve
trustworthiness, highlighting the need for advancements in avatar design and broader adoption to
familiarize users.</p>
        <p>The reduced efectiveness of avatar-led persuasion across all nationalities may be due to a lack of
familiarity and trust in avatars. While participants were generally accustomed to voice dialogue systems,
avatars, as a relatively new technology, still evoke a sense of caution. Developing avatars with more
human-like, natural movements and expressions could enhance their persuasive power. Additionally,
increasing the prevalence of avatars may help users become more comfortable with and trusting of
them over time.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Experiment Investigating Preferences for the Appearance of Avatars</title>
      <p>This study aims to identify avatar appearances that are preferred in healthcare contexts based on
nationality. Specifically, 12 avatars with realistic appearances were created, representing three diferent
ethnical groups (Caucasian, Asian, and Arab). Each ethnical group included avatars dressed in either a
white T-shirt or a lab coat, with male and female avatars for each outfit type. The design of the avatars
was supervised by at least two researchers from each respective country, ensuring that the avatars
resembled typical individuals in their late twenties belonging to those ethnical groups. Using these
avatars, a comparative survey was conducted among participants from four nationalities: Japanese,
German, Russian, and Egyptian. Participants were asked to evaluate which avatars they found most
favorable. Additionally, the survey included questions about how old each avatar appeared to the
participants and examined whether the perceived age of the avatars influenced the acceptance of
medical advice provided by them. The analysis aimed to determine how the perceived age of the avatars
related to their persuasiveness and trustworthiness, providing guidelines for designing healthcare
avatars tailored to users with diferent national and cultural backgrounds. The survey presented
full</p>
      <p>Video Type
body images of the avatars along with four facial expressions: neutral, smiling, angry, and sad to
showcase the various facial expressions of the avatars. Participants were asked to assume that the
avatars would provide health-related advice and to rate, on a seven-point Likert scale, how willing
they were to accept advice from each avatar. Participants were also asked to provide reasons for their
responses through open-ended questions. Additionally, to avoid biases caused by the order of avatar
presentations, the presentation order was randomized for each participant.</p>
      <sec id="sec-4-1">
        <title>4.1. Research Questions</title>
        <sec id="sec-4-1-1">
          <title>In this study, we aim to answer the following research questions:</title>
          <p>• Does the clothing of the avatar influence its persuasiveness in avatar-based persuasion?
• Which avatars are most efective for persuasion based on nationality in avatar-based persuasion?
• Is there a relationship between efective avatars and the perceived age impression in avatar-based
persuasion?</p>
        </sec>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Experiment Overview</title>
        <p>This experiment investigated the impact of avatar appearance and bias on persuasion efectiveness in
the context of healthcare, focusing on diferences across nationalities. The participants included 15
Japanese individuals (6 males, 9 females, mean age 26.0, SD = 1.59), 11 Germans (6 males, 5 females,
mean age 26.45, SD = 2.97), 12 Egyptians (9 males, 3 females, mean age 23.92, SD = 2.43), and 28 Russians
(13 males, 15 females, mean age 23.25, SD = 4.59). Each participant was shown 12 avatars designed to
appear in their late 20s, representing White, Asian, and Arab males and females, with two clothing
variations: one wearing a white T-shirt and the other a white lab coat. For each avatar, participants
were asked to evaluate (1) the perceived age of the avatar, (2) the degree to which they would accept
healthcare advice from the avatar (on a 7-point Likert scale), and (3) their reasoning for their evaluations.
e
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n
e
r
e
f
f
i
D
n
a
e
M</p>
      </sec>
      <sec id="sec-4-3">
        <title>4.3. Avatar Design</title>
        <p>The 12 avatar designs used in the experiment are presented in Table 2. The names of the avatars are
represented as follows: avatars wearing a white coat are labeled as 1, those wearing a white T-shirt as 2,
Caucasian as A, Asian as B, Arab as C, male as m, and female as f. In Table 2, from left to right, the
avatars’ full-body image, neutral expression, smiling expression, sad expression, and angry expression
are presented.</p>
      </sec>
      <sec id="sec-4-4">
        <title>4.4. Results and Discussion</title>
        <p>All 66 responses were deemed valid. The analysis and discussion were based on the quantitative data
obtained from the questionnaire, which assessed how old each avatar appeared to be and how persuasive
each avatar was perceived in a healthcare context using a 7-point Likert scale, as well as qualitative
data derived from participants’ feedback collected at the end of the questionnaire.</p>
      </sec>
      <sec id="sec-4-5">
        <title>4.5. Does the clothing of the avatar influence its persuasiveness in avatar-based persuasion?</title>
        <p>Participants were shown photos of 12 diferent avatars and asked to evaluate, on a 7-point Likert scale,
how much they would want to listen to each avatar and how persuasive they found it in the context of
healthcare. The results are presented in a box plot in Figure 2.</p>
        <p>The top left shows the results for Japanese participants, the top right for German participants, the
bottom left for Russian participants, and the bottom right for Egyptian participants. The horizontal
1-A-m
1-A-f
1-B-m
1-B-f
1-C-m
1-C-f
2-A-m
2-A-f
2-B-m
2-B-f
2-C-m
2-C-f
1-A-m
1-A-f
1-B-m
1-B-f
1-C-m
1-C-f
2-A-m
2-A-f
2-B-m
2-B-f
2-C-m
2-C-f</p>
        <p>Japanese Participants
3 4 5</p>
        <p>Likert Scale (1-7)</p>
        <p>Russian Participants
1
2
6
axis represents the persuasiveness of the avatars, rated on a 7-point Likert scale, while the vertical axis
represents the 12 diferent avatars.</p>
        <p>The results of this study revealed that avatars wearing white coats ranked among the top six across
all nationalities, suggesting that a "doctor-like appearance" is a critical factor in enhancing an avatar’s
persuasiveness. White-coated avatars visually evoke associations with "expertise" and "trustworthiness,"
making them efective in contexts involving health advice. On the other hand, avatars wearing T-shirts
gave a casual impression, likely reducing their persuasiveness in contexts requiring professional advice.
However, some participants mentioned that T-shirt-wearing avatars resembling gym trainers seemed
capable of providing "professional health advice," indicating that such avatars could be persuasive in
specific contexts.</p>
        <p>To confirm whether there was a statistically large diference in the persuasiveness ratings between
"white-coated avatars" and "T-shirt-wearing avatars," a Wilcoxon signed-rank test was conducted. This
test was chosen because the data consisted of paired measurements, and the sample size was small,
necessitating a method robust to non-normal distributions. The results showed that the ratings for
"white-coated avatars" were notably higher across all nationalities. Specifically, the test statistic for
Japanese participants was 330.5, with a p-value of 2.06 × 10− 7; for Egyptian participants, the test
statistic was 97.0, with a p-value of 3.23 × 10− 10; for Russian participants, the test statistic was 1072.0,
with a p-value of 1.54 × 10− 8; and for German participants, the test statistic was 50.0, with a p-value of
1.31 × 10− 7. These findings suggest that "white-coated avatars" were consistently rated higher than
"T-shirt-wearing avatars" across all nationalities. Many participants expressed the opinion that an avatar
wearing a white coat evokes associations with knowledge and sincerity, suggesting that a doctor’s
attire directly contributes to a sense of trustworthiness. This trend indicates that the authoritative
bias introduced by the visual characteristics of the white coat influenced participants’ evaluations. It
underscores the importance of appearance in enhancing the trustworthiness and evaluation of avatars.</p>
      </sec>
      <sec id="sec-4-6">
        <title>4.6. Which avatars are most efective for persuasion based on nationality in avatar-based persuasion?</title>
        <p>4.6.1. Results and Discussion for Japanese Participants
In Japan, the most highly rated avatar was an Asian female wearing a white coat. Many participants
noted that they felt "a sense of familiarity and trust towards avatars with characteristics similar to
themselves." Furthermore, Japan’s status as a homogeneous nation with a tendency toward cautiousness
may have influenced these results, suggesting a preference for avatars resembling their own ethnicity.
Additionally, comments such as "advice on health is easier to accept when it comes from a female"
highlighted the appeal of female avatars in this context.
4.6.2. Results and Discussion for German and Egyptian Participants
In both Germany and Egypt, the most highly rated avatar was an Asian male wearing a white coat.
Participants from both nationalities remarked that the avatar "conveyed a sense of seriousness and
sincerity." This suggests that the stereotype of Asians being perceived as diligent and professional
played a role in their evaluation. Furthermore, participants frequently mentioned that "the image of
male doctors in medical settings enhances the avatar’s persuasiveness," indicating a strong preference
for male avatars in healthcare contexts. Additionally, observations like "avatars that appear older are
perceived as more experienced and credible" suggest that perceived age has a substantial impact on the
formation of trust in these regions.
4.6.3. Results and Discussion for Russian Participants
In Russia, the most highly rated avatar was an Arab male wearing a white coat. Participants often noted
that "avatars in white coats convey a strong sense of expertise and trustworthiness." There was also
a pronounced recognition that "age and experience are crucial in healthcare," leading to a preference
for avatars perceived as older. Conversely, some participants pointed out that "younger avatars do not
convey a sense of professionalism." The Arab male avatar wearing a white coat was particularly notable,
as his beard made him appear older, earning him the highest level of trust among Russian participants.
4.6.4. Summary
The findings of this study suggest that the appearance and attire of avatars can lead to diferences in
persuasiveness based on nationality. However, these results also highlight the risk of avatars reinforcing
existing stereotypes and biases. For example, while avatars wearing white coats were generally trusted,
ifxed notions based on ethnicy and gender appeared to influence avatar preferences and acceptance.
Therefore, when designing avatars, it is critical not only to enhance trust and persuasiveness but also
to avoid reinforcing stereotypes. Incorporating designs and communication strategies that challenge
biases can lead to more inclusive and equitable avatars. By leveraging the insights from this study and
respecting users’ diverse backgrounds and perspectives, it is possible to create avatars that are both
efective and fair in their design and application.</p>
      </sec>
      <sec id="sec-4-7">
        <title>4.7. Is there a relationship between efective avatars and the perceived age impression in avatar-based persuasion?</title>
        <p>The results of how participants from each country perceived the age of each avatar are shown in
Table 3. The analysis was conducted using the mean and standard deviation of the data to evaluate how
each avatar was perceived in terms of age by the participants. This method was chosen because the
objective was to capture overall trends, and the obtained data had relatively few outliers and a uniform
distribution, making the use of mean and standard deviation appropriate.</p>
        <p>Excluding the responses from Egyptian participants regarding the white female avatar, all responses
indicated that avatars wearing white coats were perceived to have a higher average age than those
1 Participant Nationality
2 Mean Perceived Age
3 Standard Deviation of Age
wearing white T-shirts. Additionally, survey results showed that avatars in white coats were often
perceived as “knowledgeable and experienced,” with many participants associating them with a higher
age. Participants from all four countries indicated that avatars perceived as older were deemed more
trustworthy, suggesting that the impression of age plays a substantial role in establishing trust in
avatars. Conversely, it was also pointed out that avatars appearing too young risked diminishing their
persuasiveness and trustworthiness. In particular, in Russia, the perceived age of the avatar had a
substantial influence on its persuasiveness. Many participants expressed a preference for avatars that
appeared “older and more experienced in life.” While the white coat emphasized “professionalism,”
avatars perceived as younger were often considered less trustworthy. The Arab male doctor, who was
the highest-rated avatar among Russian participants, was perceived as the oldest among the 12 avatars,
which likely contributed substantially to its high level of trust. Regarding male avatars, participants
noted that facial hair contributed to the perception of higher age, which in turn evoked a sense of
“reliability” and “reassurance.” On the other hand, some criticisms were directed at the avatars prepared
for this study, as participants associated their anime-like style with “youthfulness” or “unnaturalness.”
Many expressed a desire for more realistic and natural visuals. Japanese participants highlighted that
similarity in gender and age to the user enhanced the sense of trust. Female avatars, in particular, were
highly evaluated for their “softness” and “approachability.” The most persuasive avatar, the Asian female
in a white coat, was also rated as the youngest among the avatars wearing white coats. Meanwhile,
German and Egyptian participants rated the Asian male avatar as the most persuasive, with feedback
noting that he “appears young but seems sincere and trustworthy.” This indicates that the relationship
between perceived age and trust may vary depending on context and cultural factors.</p>
        <p>These findings suggest that the perceived age and appearance of avatars have a large impact on
trust and persuasiveness in the context of healthcare support. However, avatars perceived as older
are not always deemed trustworthy, as the factors contributing to trustworthiness vary depending
on cultural backgrounds and specific contexts. In scenarios requiring expertise, such as medical or
health advice, the impression of age as a symbol of experience and knowledge is highly valued. At
the same time, youthfulness and approachability may enhance trust in certain circumstances. Moving
forward, incorporating these elements in a balanced manner can enable the design of avatars optimized
for specific contexts. Furthermore, avatar design must account for the diverse values and cultural
backgrounds of users, adopting a flexible and inclusive approach to ensure fairness and accessibility.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Future Directions</title>
      <p>This work evaluated the persuasive methods of voice-interactive avatars and the impact of their
appearance on perceived trustworthiness, yielding valuable insights. However, considering the resistance to
avatars expressed by many participants, future research should focus on assessing the long-term efects
of avatar use on user trust and behavioral change. In particular, it is essential to examine whether trust
in avatars increases over time as users become more familiar with them. Additionally, improving the
naturalness and expressiveness of avatar facial expressions is crucial to enhancing the quality of user
experience. Addressing the identified issues of unnatural movements and limited facial expressions
requires the design of avatars with more human-like behaviors and expressions, as well as designs that
are adaptable to diverse cultural contexts and situational demands. Furthermore, the substantial impact
of avatar appearance on persuasive efectiveness highlights the need to investigate this phenomenon
across participants with diverse national and cultural backgrounds to derive more generalizable findings.
Looking ahead, addressing these challenges while advancing comprehensive and equitable avatar design
for healthcare support remains a priority. By respecting the diversity of users and pursuing designs
that are inclusive and adaptable, this research aims to contribute to the development of systems that
meet a wide range of user needs.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusion</title>
      <p>This work evaluated the persuasive techniques and the impact of appearance on the trustworthiness of
voice-interactive avatars, providing valuable insights into avatar design and their application in
healthcare support. To this end, we conducted two studies with participants from four diferent nationalities,
namely Japense, German, Russian, and Egyptian. The first study investigated the receptivity of the
participants for the “vegetable-first diet”, utilizing diferent cognitive biases for the persuasion. The
second study answered questions related to the design of the avatars for providing health advise per
nationality.</p>
      <p>Therewith, this research represents an initial exploration of the potential of voice-interactive avatars
for providing health advise in diferent cultures and the insights gained are expected to serve as guidelines
for avatar design in healthcare support and other fields. Our findings suggest that the appearance, attire,
and richness of expressions of avatars has a major influence on their persuasiveness. However, many
participants reported resistance or a sense of unnaturalness toward avatars, highlighting opportunities
to further enhance their trustworthiness and persuasiveness. By continuing to conduct studies that
consider diverse perspectives and user characteristics, we aim to contribute to the development of
equitable and inclusive systems.</p>
      <p>Future research should focus on evaluating the efects of long-term usage of avatars, examining how
trust and sustained behavioral changes evolve over time. Additionally, while this study utilized avatars
with limited variations in appearance and movement, there is a pressing need to develop flexible avatar
designs that can adapt to diverse cultural backgrounds and individual preferences. Such advancements
could enable the creation of universally efective approaches for engaging with various user groups.
This work was supported by JSPS KAKENHI Grant Number JP23H00216. Moreover, we thank our
colleagues and students at the lab for providing feedback on the realistic design of the avatars, representing
typical ethnic characteristics of each nationality.</p>
    </sec>
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