User:Nick. J. Austin/sandbox
Nick's Play Page
[edit]What the hell is going on here.
- lalalal
- words
- here!
- but what if I do this.
New Line of Some Text!
[edit]I am writing stuff here for the sake of no reason.
-->Grammar Corrections to History Page<--
Early examples of highly customizable avatars include the various Multi-User systems, including MUDs[1] and MUCKs where only lines of text represented a virtual identity in a virtual, text based world. From these systems grew graphical representations of online identity, such as the graphical avatars on forums as well as the virtual dress up-dolls found on sites such as Gaia Online or NeoPets. Video games have also changed greatly in how they represent the player in an online setting. Starting with Stormfront Studios Neverwinter Nights, the first graphical MMORPG (Massively Multi-Player Online Role Playing Game). Later games such as Ultima Online and Everquest diversified choices, allowing a truly customizable appearance. With clothing, race, class and physical details all selectable by the player. Since then, options have increased dramatically such as the entirely customizable experience found in Second Life, in which a player may themselves, create nearly anything they can imagine. Although most users buy the more extravagant avatars.
-->Usages in Social Media<--
The highly customizable avatar is a staple of online social interaction as a means of presenting a personal identity. Most forums use a small JPEG (Joint Photographics Experts Group) file or a GIF (Graphics Interchange Format) file to display small image next to the posts made by the user. Other forums have highly customizable avatars such as those found on Gaia Online, where users can piece together thousands of virtual items to dress their avatar up in various fashions.[2] Gaia Online's economy is based upon distribution of “special” items for real-world money and the company has also advertised their sponsors via these distributable items. This is somewhat like IMVU messenger, a hybrid instant messenger and video game in which users may customize such things as their avatar and their living space. While visually appearing much like Second Life or video games, IMVU is at its core a messaging program and has more in common with AOL Messenger than it does World of Warcraft. IMVU, much like Gaia Online runs its economy off of virtual items. Users may earn “credits” via sponsored surveys or completing certain tasks to purchase new items and upgrades to better customize their appearance.[3] In a similar vein, Linden Lab's Second Life creates a virtual world. In which not only are avatars for sale, homes, decorations, buildings and even land are for sale in Second Life's virtual world.[4] Everything about Second Life is customizable and its rapidly growing economy is based around user creations. Unlike IMVU or Gaia Online, a user with experience in modeling or animating is able to sell his virtual products for real-world dollars and numerous people run real-world businesses based in the virtual world of Second Life.
---NOTE; this is content taken from the page Customization_of_avatars and is currently been refined by myself.----
![](http://upload.wikimedia.org/wikipedia/commons/thumb/5/52/Cortando_cebolla.jpg/220px-Cortando_cebolla.jpg)
![](http://upload.wikimedia.org/wikipedia/commons/thumb/c/c8/Onion_Metaphor_-_Social_Penetration_Theory.png/220px-Onion_Metaphor_-_Social_Penetration_Theory.png)
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Reference List
[edit]- ^ Useless