Avatars are primarily made for players to put distance between them and the character but first-person puts the player in the character's shoes which can be more immersive than the third-person perspective.
I think that the, the purpose of an avatar is usually to create a little bit of distance between you and the player. And the idea of having a, an action hero that you aspire to I think is a pretty common storytelling technique, and so that's the reason. From my perspective, I actually think games are better when they're first person; I don't like the idea that I don't have to imagine someone else in between me and the controls. But its also a very odd experience because really you're playing a person, and it becomes more apparent the more you play games is you're playing a person with no peripheral vision, so, you know, you have to, you're like this. You're playing a person with no sense of smell. You're playing a person who doesn't have any kind of emotion at all. So if you're playing a shooter game, when was the last time you played a shooter game where your avatar or the player was visibly afraid? It happens all the time, I assume- happily I've never been under gunfire, but I'm pretty sure it would be brown trouser time afterwards. And the, you haven't modeled any of those human interactions; so a lot of the time you end up feeling you're sort of playing a robot. And I think that only takes you so far. I think the problem with the next step for games is to imbue avatars as well as the players from the first person with a little more emotional engagement, a little bit more humanity.