This is about avatars as digital representations of [[Identity]]. Richard Garriott extended the Sanskrit term ("incarnation") to an on-screen user representation in 1985, with [Habitat](https://en.wikipedia.org/wiki/Habitat_(video_game) "Habitat (video game)") being the first social virtual world that applied the term for their users in 1996. Digital avatars are descriptive, expressive and deliberate digital representations of self. ## Representation fluidity Avatars are detached from the creators actual embodiment. While a creator can chose to model an avatar after their own image, they should rather be seen as augmentations of their selves, extending it not only into digital space, but also pushing the boundaries of their personal [[Magic Circle]]. Richard A. Bartle wrote: “*The celebration of [[Identity]] is the fundamental, critical, absolute core point of [[Virtual Worlds]]*” This is supported by most people *not* choosing to model their digital augmentation after themselves. Even on social media, people create an idealized of fantasy version of themselves - the same is true for increasingly virtualized avatars. In this sense, avatars are truly fluid as people will explore gender, sex, race, culture, body types, even human nature itself. With avatars every external attribute is changeable and merely temporary. They are all completely fluid. ## Social implications This fluidity of self creates social tension by challenging a lot of current assumptions: * Is choosing a female character as a male player weird? What about in a work environment? * Is choosing a dark skin tone as a white player digital blackfacing? * If my avatar is stylized as Asian, is it cultural appropriation? * Can I make Asian jokes and imitate an Asian accent? * How about choosing races that don’t exist in reality? Can I even appropriate Gallente culture in EVE? Or Lalafell culture in Final Fantasy? A generation will grow up and perceive avatar augmentation as natural as make-up is today. Basically every external attribute as changeable and merely temporary. The "true body representation" might become rare. The cultural subtext we bring from reality into these virtual worlds is important and must be respected. But at the same time, we cannot avoid this conflict as we need to allow users the room for exploration to grow their identities. > Prediction: Within 5 years one generation wants to talk about "digital yellowface" in vtubing and within 10 about "digital blackface" in AR avatars and the other generation won't even understand the problem since skin color is simply an RGB value you can change at any time. -> https://twitter.com/DirkSonguer/status/1314441114179510272?s=19 ## Social Implications in AR Assuming that at some point AR glasses will become ubiquitous, people will start using avatars as an augmentation or full replacement for their actual physical body. Think AR filters, but constantly active. ## CodeMiko In this context I think about [CodeMiko - Twitch](https://www.twitch.tv/codemiko) a lot lately. Besides her steam being entertaining, the tech is amazing and it plays into a lot of strong signals currently emerging in MR in terms of avatars. This feeds off a lot of things currently going on at movies (see [https://link.medium.com/N3AFgknSpfb](https://t.co/ZHHXZzMI6n?amp=1)) and pushes it down into pop culture and daily environments. This becomes normal QUICK! Granted, the tech currently cost 20k, but it's catching up faster than the actual experiential devices. Here is the setup process as shown in a stream: [CodeMiko - Twitch](https://www.twitch.tv/videos/982765600) See [CodeMiko will see you now - The Verge](https://www.theverge.com/22370260/codemiko-twitch-interview-stream-technician?utm_campaign=theverge&utm_content=chorus&utm_medium=social&utm_source=twitter) CodeMiko already triggers questions like the prediction above by talking about racial issues as a virtual representation, pupeteered by a human. ## Articles & Posts https://www.virtualhumans.org/ https://www.linkedin.com/posts/timmutoke_2021-is-the-year-of-the-avatar-this-upcoming-ugcPost-6843160332236570624-aEpU