The presence of consumers and companies in the virtual worlds has
increased in recent years. It is predicted that 80% of active Internet
consumers and Fortune 500 companies will have an
avatar or presence
in a virtual community, including social networks, by the end of
2011 (eMarketer, 2007). The increase in the number of consumers
with avatars emphasizes the need for a better understanding of who
these consumers behind the avatars really are in order to convert
these individuals to online and real-world customers. The objective
of this paper is to investigate how avatars reflect the personality of
their creators (targets) in virtual worlds. Using the Brunswik Lens
Model as the theoretical framework, an investigation of real consumers
in the virtual world Second Life reveals that perceivers who
view targets’ avatar use particular thin-slices of observations such as
avatar cues (e.g., attractiveness, gender, hairstyle) to form accurate
personality impressions about targets. The findings support the
premise that real-life companies that intend to expand to virtual
worlds can use member avatars as a proxy for member personality
and lifestyles. As a future research direction, avatars and other
consumer-generated media could be used as the basis for targeting
and segmentation of online consumers. © 2010 Wiley Periodicals, Inc.