skip to main content
10.1145/3242671.3242692acmconferencesArticle/Chapter ViewAbstractPublication Pageschi-playConference Proceedingsconference-collections
research-article

Gender- and Age-related Differences in Designing the Characteristics of Stereotypical Virtual Faces

Published: 23 October 2018 Publication History

Abstract

The characteristics of virtual faces can be important factors for avatars and characters in video games. Previous work investigates how users create their own avatars and determines the generally preferred characteristics of virtual faces. However, it is currently unknown how the preferred characteristics of avatar faces depend on the players' age and gender or if these demographics can be predicted based on the data provided by an avatar creation system. In this paper, we investigate the effects of gender and age on the facial characteristics of 4,215 virtual faces created by 1,475 participants (994 male, 481 female) mainly from Central Europe using a web-based avatar creation system and the Caucasian average face. Our results show that with increasing age, men and women design increasingly realistic and less stylized avatars. We also found that young persons design more androgynous avatars, while adults further increase the masculinity and femininity of their avatars. However, women with higher age decrease the femininity and increase the masculinity of stereotypical faces. Based on the data collected during the avatar creation process, we can predict the participants' gender with an accuracy up to 91%, which open up new use cases for video games and avatar creation systems. We discuss potential social, biological, and cognitive explanations for our results and contribute with design implications for games and future avatar customization systems.

References

[1]
K. C. Apostolakis and P. Daras. 2013. RAAT - The reverie avatar authoring tool. In 2013 18th International Conference on Digital Signal Processing (DSP). 1--6.
[2]
James Batchelor. 2017. Uncharted: Drake's Fortune. Website. (11 December 2017). https://www.gamesindustry.biz/articles/2017--12--11-uncharted-series-sales-passes-41-million
[3]
Elizabeth Behm-Morawitz and Dana Mastro. 2009. The Effects of the Sexualization of Female Video Game Characters on Gender Stereotyping and Female Self-Concept. Sex Roles 61, 11 (01 Dec 2009), 808--823.
[4]
Julian Benson. 2015. The Tomb Raider reboot is the most successful game in the series' history. Website. (7 April 2015). https://www.pcgamesn.com/tomb-raider/the-tomb-raider-reboot-is-the-most-successful-game-in-the-series-history
[5]
BioWare. 2017. Mass Effect: Andromeda. Game {PC,PS4,XBOXONE}. (21 March 2017).
[6]
Max V. Birk, Cheralyn Atkins, Jason T. Bowey, and Regan L. Mandryk. 2016. Fostering Intrinsic Motivation Through Avatar Identification in Digital Games. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (CHI '16). ACM, New York, NY, USA, 2982--2995.
[7]
J. Bovet, M. Barket-Defradas, V. Durand, C. Faurie, and M. Raymond. 2017. Women's attractiveness is linked to expected age at menopause. Journal of Evolutionary Biology 31, 2 (2017), 229--238.
[8]
Bram P. Buunk, Pieternel Dijkstra, Detlef Fetchenhauer, and Douglas T. Kenrick. 2002. Age and Gender Differences in Mate Selection Criteria for Various Involvement Levels. Personal Relationships 9, 3 (2002), 271--278.
[9]
Romina Carrasco, Steven Baker, Jenny Waycott, and Frank Vetere. 2017. Negotiating Stereotypes of Older Adults Through Avatars. In Proceedings of the 29th Australian Conference on Computer-Human Interaction (OZCHI '17). ACM, New York, NY, USA, 218--227.
[10]
Debaleena Chattopadhyay and Karl F. MacDorman. 2016. Familiar faces rendered strange: Why inconsistent realism drives characters into the uncanny valley. Journal of Vision 16, 11 (sep 2016), 7.
[11]
Donghun Chung, Brahm Daniel deBuys, and Chang S. Nam. 2007. Influence of Avatar Creation on Attitude, Empathy, Presence, and Para-Social Interaction. In Human-Computer Interaction. Interaction Design and Usability, Julie A. Jacko (Ed.). Springer Berlin Heidelberg, Berlin, Heidelberg, 711--720.
[12]
Vinet Coetzee, Jaco M. Greeff, Ian D. Stephen, and David I. Perrett. 2014. Cross-Cultural Agreement in Facial Attractiveness Preferences: The Role of Ethnicity and Gender. PLOS ONE 9, 7 (07 2014), 1--8.
[13]
Core Design. 1996--2013. Tomb Raider. Game {PC}. (March 1996--2013).
[14]
John F. Cross and Jane Cross. 1971. Age, sex, race, and the perception of facial beauty. Developmental Psychology 5, 3 (1971), 433--439.
[15]
Karen Dion, Ellen Berscheid, and Elaine Walster. 1972. What is beautiful is good. Journal of Personality and Social Psychology 24, 3 (1972), 285--290.
[16]
Nicolas Ducheneaut, Ming-Hui Wen, Nicholas Yee, and Greg Wadley. 2009. Body and Mind: A Study of Avatar Personalization in Three Virtual Worlds. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '09). ACM, New York, NY, USA, 1151--1160.
[17]
Alice H. Eagly, Richard D. Ashmore, Mona G. Makhijani, and Laura C. Longo. 1991. What is beautiful is good, but...: A meta-analytic review of research on the physical attractiveness stereotype. Psychological Bulletin 110, 1 (1991), 109--128.
[18]
Christina R Glaubke, Patti Miller, McCrae A Parker, and Eileen Espejo. 2001. Fair Play? Violence, Gender and Race in Video Games. (2001).
[19]
Rosanna E. Guadagno, Nicole L. Muscanell, Bradley M. Okdie, Nanci M. Burk, and Thomas B. Ward. 2011. Even in Virtual Environments Women Shop and Men Build: A Social Role Perspective on Second Life. Comput. Hum. Behav. 27, 1 (Jan. 2011), 304--308.
[20]
S. Hagerman, Z. Woolard, K. Anderson, B. W. Tatler, and F. R. Moore. 2017. Women's self-rated attraction to male faces does not correspond with physiological arousal. Scientific Reports 7, 1 (2017), 1--6.
[21]
Carrie Heeter, Rhonda Egidio, Punya Mishra, Brian Winn, and Jillian Winn. 2008. Alien Games: Do Girls Prefer Games Designed by Girls? Games and Culture 4, 1 (dec 2008), 74--100.
[22]
Garrett Hulfish. 2016. The uncanny valley effect is strong with 'L.A. Noire' in 4K Ultra HD. Digital Trends. (Oct 2016). https://www.digitaltrends.com/gaming/la-noire-4k-trailer/
[23]
Zaheer Hussain and Mark D Griffiths. 2008. Gender swapping and socializing in cyberspace: an exploratory study. Cyberpsychology & behavior: the impact of the Internet, multimedia and virtual reality on behavior and society 11, 1 (2008), 47--53.
[24]
Katherine Isbister. 2006. Better Game Characters by Design: A Psychological Approach (The Morgan Kaufmann Series in Interactive 3D Technology). Morgan Kaufmann Publishers Inc., San Francisco, CA, USA.
[25]
James D. Ivory. 2006. Still a Man's Game: Gender Representation in Online Reviews of Video Games. Mass Communication and Society 9, 1 (2006), 103--114.
[26]
Sara John. 2006. Un / Realistically Embodied : The Gendered Conceptions of Realistic Game Design. In Advanced Visual Interfaces AVI, Workshop on Gender & Interaction, Real & Virtual Women in a Male World. 5.
[27]
Jari Kätsyri, Klaus Fö rger, Meeri Mäkäräinen, and Tapio Takala. 2015. A review of empirical evidence on different uncanny valley hypotheses: support for perceptual mismatch as one road to the valley of eeriness. Frontiers in psychology 6, MAR (apr 2015), 390.
[28]
David J. Kelly, Paul C. Quinn, Alan M. Slater, Kang Lee, Liezhong Ge, and Olivier Pascalis. 2007. The Other-Race Effect Develops During Infancy: Evidence of Perceptual Narrowing. Psychological Science 18, 12 (2007), 1084--1089. 18031416
[29]
Judith H. Langlois and Lori A. Roggman. 1990. Attractive Faces Are Only Average. Psychological Science 1 (1990), 115--121.
[30]
Anna Larsson and Carina Neré n. 2005. Gender Aspects on Computer Game Avatars. Computer November 2004 (2005).
[31]
David J. Lewkowicz and Asif A. Ghazanfar. 2009. The emergence of multisensory systems through perceptual narrowing. Trends in Cognitive Sciences 13, 11 (2009), 470--478.
[32]
Stacy Tessler Lindau, L. Philip Schumm, Edward O. Laumann, Wendy Levinson, Colm A. O'Muircheartaigh, and Linda J. Waite. 2007. A Study of Sexuality and Health among Older Adults in the United States. New England Journal of Medicine 357, 8 (2007), 762--774. 17715410
[33]
Viola Macchi Cassia, Hermann Bulf, Ermanno Quadrelli, and Valentina Proietti. 2014. Age-related face processing bias in infancy: Evidence of perceptual narrowing for adult faces. Developmental Psychobiology 56, 2 (2014), 238--248.
[34]
Karl F. MacDorman and Debaleena Chattopadhyay. 2016. Reducing consistency in human realism increases the uncanny valley effect; increasing category uncertainty does not. Cognition 146 (jan 2016), 190--205.
[35]
Rosa Mikeal Martey, Jennifer Stromer-Galley, Jaime Banks, Jingsi Wu, and Mia Consalvo. 2014. The strategic female: gender-switching and player behavior in online games. Information, Communication & Society 17, 3 (2014), 286--300.
[36]
Maxis/EA Games. 2000. The Sims. Game {PC}. (February 2000).
[37]
Christian A. Meissner and John C. Brigham. 2001. Thirty years of investigating the own-race bias in memory for faces: A meta-analytic review. Psychology, Public Policy, and Law 7, 1 (2001), 3--35.
[38]
Monica K. Miller and Alicia Summers. 2007. Gender Differences in Video Game Characters' Roles, Appearances, and Attire as Portrayed in Video Game Magazines. Sex Roles 57, 9 (01 Nov 2007), 733--742.
[39]
Masahiro Mori, Karl F. MacDorman, and Norri Kageki. 2012. The uncanny valley. IEEE Robotics and Automation Magazine 19, 2 (jun 2012), 98--100.
[40]
Naughty Dog. 2017. Uncharted: Drake's Fortune. Game {PS3,PS4}. (15 November 2017).
[41]
Kristine L Nowak and Christian Rauh. 2005. The Influence of the Avatar on Online Perceptions of Anthropomorphism, Androgyny, Credibility, Homophily, and Attraction. Journal of Computer-Mediated Communication 32 (2005), 178--197.
[42]
David I Perrett, Michael D Burt, Ian S Penton-Voak, Kieran J Lee, Duncan a Rowland, and Rachel Edwards. 1999. Symmetry and Human Facial Attractiveness. Evolution and Human Behavior 20 (1999), 295--307.
[43]
D. I. Perrett, K. J. Lee, I. Penton-Voak, D. Rowland, S. Yoshikawa, D. M. Burt, S. P. Henzi, D. L. Castles, and S. Akamatsu. 1998. Effects of sexual dimorphism on facial attractiveness. Nature 394, 6696 (aug 1998), 884--887.
[44]
Azalea Reyes-Aguilar and Fernando A. Barrios. 2016. A Preliminary Study of Sex Differences in Emotional Experience. Psychological Reports 118, 2 (apr 2016), 337--352.
[45]
Mark Rice, Ranieri Koh, Quintessence Liu, Qixiang He, Marcus Wan, Vanessa Yeo, Jamie Ng, and Wah Pheow Tan. 2013. Comparing Avatar Game Representation Preferences Across Three Age Groups. In CHI '13 Extended Abstracts on Human Factors in Computing Systems (CHI EA '13). ACM, New York, NY, USA, 1161--1166.
[46]
Adam Rubenstein, Judith H. Langlois, and Lori A. Roggman. 2002. What Makes a Face Attractive and Why: The Role of Averageness in Defining Facial Beauty. (2002).
[47]
Edward Schneider and Shanshan Yang. 2007. Exploring the Uncanny Valley with Japanese Video Game Characters. Intelligence (2007), 546--549. http://www.digra.org/dl/db/07312.11004.pdf.
[48]
Sascha Schwarz and Manfred Hassebrauck. 2012. Sex and Age Differences in Mate-Selection Preferences. Human Nature 23, 4 (01 Dec 2012), 447--466.
[49]
Valentin Schwind, Pascal Knierim, Cagri Tasci, Patrick Franczak, Nico Haas, and Niels Henze. 2017a. "These Are Not My Hands!": Effect of Gender on the Perception of Avatar Hands in Virtual Reality. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (CHI '17). ACM, New York, NY, USA, 1577--1582.
[50]
Valentin Schwind, Katrin Wolf, and Niels Henze. 2017b. FaceMaker--A Procedural Face Generator to Foster Character Design Research. In Game Dynamics. Springer International Publishing, Cham, 95--113.
[51]
Valentin Schwind, Katrin Wolf, Niels Henze, and Oliver Korn. 2015. Determining the Characteristics of Preferred Virtual Faces Using an Avatar Generator. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '15). ACM, New York, NY, USA, 221--230.
[52]
Haeyeop Song and Jaemin Jung. 2015. Retracted: Antecedents and Consequences of Gender Swapping in Online Games. Journal of Computer-Mediated Communication 20, 4 (jul 2015), 434--449.
[53]
John P Swaddle and I. C. Cuthill. 1995. Asymmetry and Human Facial Attractiveness: Symmetry May not Always be Beautiful. Proceedings of the Royal Society B: Biological Sciences 261, 1360 (jul 1995), 111--116.
[54]
Paul Tassi. 2017. What BioWare Should Learn From The Reaction To 'Mass Effect: Andromeda'. Website. (March 2017). https://www.forbes.com/sites/insertcoin/2017/03/22/what-bioware-should-learn-from-the-reaction-to-mass-effect-andromeda/
[55]
Team Bondi. 2011. L.A. Noire. Game {PC,PS3,PS4,XBOX360}. (11 November 2011).
[56]
Natasha Veltri, Hanna Krasnova, Annika Baumann, and Neena Kalayamthanam. 2014. Gender differences in online gaming: a literature review. In Twentieth Americas Conference on Information Systems.

Cited By

View all

Index Terms

  1. Gender- and Age-related Differences in Designing the Characteristics of Stereotypical Virtual Faces

      Recommendations

      Comments

      Information & Contributors

      Information

      Published In

      cover image ACM Conferences
      CHI PLAY '18: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play
      October 2018
      563 pages
      ISBN:9781450356244
      DOI:10.1145/3242671
      • General Chairs:
      • Florian 'Floyd' Mueller,
      • Daniel Johnson,
      • Ben Schouten,
      • Program Chairs:
      • Phoebe O. Toups Dugas,
      • Peta Wyeth
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

      Sponsors

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 23 October 2018

      Permissions

      Request permissions for this article.

      Check for updates

      Author Tags

      1. avatar creation
      2. avatars
      3. character creation
      4. player classification
      5. player demographics

      Qualifiers

      • Research-article

      Funding Sources

      Conference

      CHI PLAY '18
      Sponsor:

      Acceptance Rates

      CHI PLAY '18 Paper Acceptance Rate 43 of 123 submissions, 35%;
      Overall Acceptance Rate 421 of 1,386 submissions, 30%

      Contributors

      Other Metrics

      Bibliometrics & Citations

      Bibliometrics

      Article Metrics

      • Downloads (Last 12 months)52
      • Downloads (Last 6 weeks)4
      Reflects downloads up to 08 Feb 2025

      Other Metrics

      Citations

      Cited By

      View all

      View Options

      Login options

      View options

      PDF

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader

      Figures

      Tables

      Media

      Share

      Share

      Share this Publication link

      Share on social media