peer reviewed · Frontiers in Virtual Reality (2026) · May 19, 2026
Designing the Self: Avatar Customization, Identity, and Affect in Social Virtual Environments
Swati Pandita
In plain English
An 82-person online experiment compared customising an avatar with being assigned one, with participants split between a well-represented group (White) and an under-represented one (Asian American and Pacific Islander). Mood effects were limited, but satisfaction with the customisation itself differed by group — the asset library, not the interaction, was where exclusion showed up. For anyone shipping an avatar builder, the practical reading is that the range of faces, hair and skin tones you supply is a product decision with measurable consequences, not a cosmetic backlog item.
Abstract
An online experiment (N=82) investigated whether avatar customization (vs. assignment) influences short-term positive and negative affect (PANAS), avatar identification, and customization satisfaction during two web-based Cyberball games. Guided by self-referential perspectives of avatar use, the study examines whether or not avatar customization shapes affective experiences through the agency afforded by avatar creation and identification with self-representative avatars. Participants were stratified into groups representing either a well-represented (White) or underrepresented (Asian American and Pacific Islander; AAPI) demographic in avatar customization interfaces. Despite limited differences in positive and negative affect between White and AAPI participants in the customization condition, differences in customization satisfaction may indicate that representational constraints in avatar design interfaces shape virtual experiences in subtle ways. These findings highlight how avatar customization interfaces may reproduce identity-based exclusion and function as subtle microaggressions in virtual environments when social identity is insufficiently supported.
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