Speaking Through an Avatar: Emotional Expressiveness, Individual Differences, User Experience and Performance

Emotionally expressive avatars are often used to increase engagement in virtual environments, but their effects on users’ emotional outcomes and experience during evaluative tasks are not well established. This study examined whether differences in avatar emotional expressiveness are associated with affective responses and user experience during a socially evaluative speech task in virtual reality (VR), and how individual characteristics and emotional variables relate to performance and user experience. Sixty-three university students were randomly assigned to deliver a five-minute self-presentation, simulating a job interview, in front of a virtual mirror while embodied in either a high-expressive or low-expressive avatar. In the present study, the manipulation of avatar expressiveness was implemented using Meta Quest 2 and Meta Quest Pro headsets, differing mainly in facial-tracking capability. Participants completed a structured three-phase protocol: pre-avatar embodiment (baseline questionnaires), avatar embodiment (speech task), and post-avatar embodiment (post-task measures). Emotional state and trait variables, speech fluency and engagement during the task, and user experience variables were assessed. No significant effects of avatar expressiveness were found on emotional or experiential variables. Correlation analyses revealed a positive association between extraversion and avatar embodiment. These findings contribute to our understanding of the factors that are associated with user experience and behaviour in avatar-based VR environments and suggest that individual traits, such as extraversion, should be considered when designing VR applications for training, education, and therapeutic purposes.

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Publication Details

Journal
Applied Sciences
Published
2025-11-13
DOI
https://doi.org/10.3390/app152212082
Primary Topic
Virtual Reality Applications and Impacts
Type
article
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article

Speaking Through an Avatar: Emotional Expressiveness, Individual Differences, User Experience and Performance

Marta Méndez, Sara Garcés-Arilla, M.‐Carmen Juan, Magdalena Méndez-López et al.
Applied Sciences
Virtual Reality Applications and Impacts
article

Speaking Through an Avatar: Emotional Expressiveness, Individual Differences, User Experience and Performance

Marta Méndez, Sara Garcés-Arilla, M.‐Carmen Juan, Magdalena Méndez-López, David Ponce
article en

Abstract

Emotionally expressive avatars are often used to increase engagement in virtual environments, but their effects on users’ emotional outcomes and experience during evaluative tasks are not well established. This study examined whether differences in avatar emotional expressiveness are associated with affective responses and user experience during a socially evaluative speech task in virtual reality (VR), and how individual characteristics and emotional variables relate to performance and user experience. Sixty-three university students were randomly assigned to deliver a five-minute self-presentation, simulating a job interview, in front of a virtual mirror while embodied in either a high-expressive or low-expressive avatar. In the present study, the manipulation of avatar expressiveness was implemented using Meta Quest 2 and Meta Quest Pro headsets, differing mainly in facial-tracking capability. Participants completed a structured three-phase protocol: pre-avatar embodiment (baseline questionnaires), avatar embodiment (speech task), and post-avatar embodiment (post-task measures). Emotional state and trait variables, speech fluency and engagement during the task, and user experience variables were assessed. No significant effects of avatar expressiveness were found on emotional or experiential variables. Correlation analyses revealed a positive association between extraversion and avatar embodiment. These findings contribute to our understanding of the factors that are associated with user experience and behaviour in avatar-based VR environments and suggest that individual traits, such as extraversion, should be considered when designing VR applications for training, education, and therapeutic purposes.

Applied SciencesVol. 15(22)
Universidad de Oviedo (ES), Universidad de Zaragoza (ES), Instituto de Investigación Sanitaria Aragón (ES), Instituto de Investigación Sanitaria del Principado de Asturias (ES), Universitat Politècnica de València (ES)
Openalex Percentile: Top 65%
Virtual Reality Applications and Impacts
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