avatar
AV-uh-tahr
/ˈæv.ə.tɑːr/
A graphical representation of a user or character in a virtual world or online community.
An avatar is a digital projection of the self; it can be highly customized and serves as the player's primary medium of interaction in virtual spaces.
The story behind the word. In Hindu mythology, an 'avatara' is the physical descent of a deity (like Vishnu) to Earth in human or animal form. In the 1980s, game designers of early virtual worlds like 'Habitat' borrowed this sacred term to describe a real human descending into a digital universe.
Word relationships
- character: Character often implies a pre-written persona with their own story, whereas an avatar is a direct vessel for the player's own agency and identity.
- persona: Persona refers to the social identity or personality projected, while avatar is the literal visual representation.
Commonly confused with
- profile picture: A profile picture is a static 2D image, whereas an avatar in gaming is typically a 3D controllable entity.
Word family
- avatars (noun): Plural form of avatar.
Collocations
- custom avatar
- digital avatar
- avatar customization
- virtual avatar
Example sentences
- "The people are pieces of software called avatars. They are the audiovisual bodies that the people use to animate themselves in the Metaverse." A seminal science fiction novel describing virtual reality. (Neal Stephenson, Snow Crash)
- "She spent over an hour customizing her avatar's hair, armor, and facial features before starting the game." Describing character customization.
Memory hook
An avatar is 'ava' (virtual) 'star'—the star of your own virtual show. Your digital descent into the game.
When not to use
Do not use to describe the physical player sitting in front of the screen, or a non-playable character (NPC) controlled by the computer.
Fun facts
- The term was first popularized in gaming by Richard Garriott in the game Ultima IV: Quest of the Avatar, where he wanted the player's real-world ethical choices to be reflected in the character.
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