Project demonstrates that an avatar may differ considerably from a player's offline identity, based on gender. However, most players will make an avatar that is (proportionately) equal to their height (or slightly taller). Turkle has observed that some players seek an emotional connection they cannot establish in the real world. She described a case in which a man with a serious heart condition preventing him from ordinary socializing found acceptance and friendship through his online identity. Others have pointed out similar findings in those with mental disorders making social interaction difficult, such as those with autism or similar disabilities. See also Michaelmas (novel) – 1977 Algis Budrys novel NECA Project Player character Pointman (user interface) Proteus effect Thumbnail References Academic sources Further reading Cooper, Robbie 2007. Alter Ego: Avatars and Their Creators. London: Chris Boot. . Sloan, R. J. S., Robinson, B., Cook, M., and Bown, J. (2008). "Dynamic Emotional Expression Choreography: Perception of Naturalistic Facial Expressions". In M. Capey, B. Ip and F. Blastland, editors, SAND Conference Proceedings, Swansea, UK 24–28 November 2008. Swansea Metropolitan University: Swansea. External links Internet culture Internet forum terminology MUD terminology Video game culture Video game terminology Virtual reality Identity management