Proceedings of the 2nd International Conference on Culture and Sustainable Development (ICOCAS 2024)

Manifestation of Self-image in the Zepeto Avatar

Authors
Khothibul Umam1, *, Muhamad Hakim Dwy Putra Kandiyastyanto1
1Faculty of Humanities, Diponegoro University, Semarang, 50275, Indonesia
*Corresponding author. Email: khothibulumam@lecturer.undip.ac.id
Corresponding Author
Khothibul Umam
Available Online 7 December 2024.
DOI
10.2991/978-2-38476-313-9_26How to use a DOI?
Keywords
Game; Zepeto; Self-Image; Avatar
Abstract

Initially online games appeared as video games. As a new media, video games are a representation of reality that is created and transferred through the coding of a reading system through a sign system, coupled with sound. A video console system, defined as a television and console unit, directs the user to different positions. Video games offer users an active role-playing setting, directed by the user. One of the aspects that makes video games interesting is their ability to provide players with an immersive experience. In video games, players can feel themselves as the main character in the story being told, able to choose the course of the story, make decisions, and face the consequences. Based on this, we researched the Zepeto game, a world simulation platform based on games and social media that functions to interact and create using avatars. Through Zepeto, players can create 3D avatars that are connected to chat rooms that allow users to create and customize their own 3D avatars and interact with other users in various virtual worlds. Creating avatar characteristics in Zepeto is usually an ideal depiction of the physical figure that the user wants to attract the attention of other users so that they can interact in cyberspace, as well as increasing the user's self- confidence in interacting with fellow users. The fact that Zepeto has become a “copy” in the real world is what attracted us to research the players using a Literary Reception and Sociology of Arts approach.

Copyright
© 2024 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 2nd International Conference on Culture and Sustainable Development (ICOCAS 2024)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
7 December 2024
ISBN
978-2-38476-313-9
ISSN
2352-5398
DOI
10.2991/978-2-38476-313-9_26How to use a DOI?
Copyright
© 2024 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Khothibul Umam
AU  - Muhamad Hakim Dwy Putra Kandiyastyanto
PY  - 2024
DA  - 2024/12/07
TI  - Manifestation of Self-image in the Zepeto Avatar
BT  - Proceedings of the 2nd International Conference on Culture and Sustainable Development (ICOCAS 2024)
PB  - Atlantis Press
SP  - 170
EP  - 175
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-38476-313-9_26
DO  - 10.2991/978-2-38476-313-9_26
ID  - Umam2024
ER  -