The present paper focuses on the influence of avatar creation in a video game. More specifically, this study investigates
the effects of avatar creation on attitude towards avatar, empathy, presence, and para-social interaction of female non-game
users. As a cyber-self, an avatar is a graphic character representing a user in cyberspace. Avatars are primarily used in
the entertainment industry as high-tech novelties, controlled by game users, for high-end video games. Some games provide
game characters by default that users cannot change, but other games provide various options gamers can choose. What if game
users can create their own avatars? Do they have more psychological closeness with their avatars as their cyber-selves? This
study tested the differences of attitude, empathy, presence, and para-social interaction of female non-game users between
an avatar creation group and a non-avatar creation group and resulted in no difference.
Keywords Avatar - Attitude - Empathy - Presence - Para-Social Interaction - Wii