Mark Stephen Meadows embraces the virtual world and dissects it through a case-study-esque narration the intricacies of avatars and the idiosyncrasies of their creators in I, Avatar. Here’s my take on Meadow’s avatar controlled world.

“What it is: Part One”
I will not pretend to be a veteran in virtual worlds. I played The Sims for the first time a few days ago. I will say in creating my avatar in Sims it became apparent that your avatar does control your interactions as Meadows stated.
An avatar can be a representation of yourself or the complete opposite (which I think is more often than not the case). In the case of the Sims, if you create an avatar that tends to be shy, their interactions are based on personality, just like a “real” person. If you want your avatar to be social and make connections, you wouldn’t create someone who is shy. I think the very basis of how you want to play or the game or simulation so to speak begins when you create and personalize your avatar. I think that Meadows statistics on avatar users also displays it takes a certain skill set and desire to create avatars. As the avatar becomes more difficult to develop, the number of users creating them decreases; I would fall in the simplest avatar group.
“What it is: Part Two”
I think in games like Second Life you can create scenarios and collaborate with others to stir the pot, cause a ruckus, or keep the peace. If avatars are, as Meadows says, living in a fictional space but are still “keeping it real,” then the avatar becomes a direct reflection of not only the user, but of our culture. Right now there are too many realities shows on television to count, we want to see and create real worlds that are just real enough. If they were actually real, then they wouldn’t be entertaining. After all isn’t that why we do most things, even create an avatar, for the entertainment?
“What it is: Part Three”
In creating an avatar, I think the perspective of the avatar makes all the difference. In creating an avatar for Sims, I was careful to make sure I like the appearance of the family I was creating. I was looking on the avatar from afar (I don’t believe even from a second person standpoint). I have the ability to zoom far away from the scene that my avatar isn’t even present on the screen. So, if I have to look at the avatars I create, I want them to look a certain way. In games where there is a first-person point of view as Meadows describes, I am not necessarily trying to judge how I see my avatar but how others will see me. I never actually look at myself in this view, so in my creation, others impression of me will have a bigger impact.
When discussing viewpoint, I think of two things. First, books and literature; in first person, who are wholly involved in a work, while other points of view give you a more objective and removed feeling. The same goes for virtual worlds. If you are the person, you are more involved.
I also think of those racing games in arcades where you get a birds-eye view of your car or are put in the driver’s seat. I always chose birds-eye, I think it gives you more perspective on a lot of things.
“What it is: Part Four”
Meadows presents the idea that much of the internet is an avatar. I think many of the way users function online is through an avatar base. Whether it’s this blog with a picture of a ship’s wheel as my avatar, or my screen name on AIM, I function under the auspices of an avatar. To that degree, email addresses we create and sign-in names to our favorite recipe website can all be avatars. Many people like the protection of the avatar in chat rooms or in virtual worlds; you don’t have to really be yourself. So for some what a relief, for others what a nightmare; this world of avatars has the potential to consume us until the line between fiction and fact, virtual and actual, is even more blurred than Meadows describes.