Proteus Effect
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The Proteus effect describes a phenomenon in which the
behavior Behavior (American English) or behaviour (British English) is the range of actions and mannerisms made by individuals, organisms, systems or artificial entities in some environment. These systems can include other systems or organisms as wel ...
of an individual, within
virtual world A virtual world (also called a virtual space) is a computer-simulated environment which may be populated by many users who can create a personal avatar, and simultaneously and independently explore the virtual world, participate in its activities ...
s, is changed by the characteristics of their
avatar Avatar (, ; ), is a concept within Hinduism that in Sanskrit literally means "descent". It signifies the material appearance or incarnation of a powerful deity, goddess or spirit on Earth. The relative verb to "alight, to make one's appearanc ...
. This change is due to the individual's knowledge about the behaviors that other users who are part of that
virtual environment A virtual environment is a networked application that allows a user to interact with both the computing environment and the work of other users. Email Electronic mail (email or e-mail) is a method of exchanging messages ("mail") betwee ...
typically associate with those characteristics. Like the adjective ''protean'' (meaning versatile or mutable), the concept's name is an allusion to the shape changing abilities of the
Greek god The following is a list of gods, goddesses, and many other divine and semi-divine figures from ancient Greek mythology and ancient Greek religion. Immortals The Greeks created images of their deities for many purposes. A temple would house the ...
Proteus In Greek mythology, Proteus (; Ancient Greek: Πρωτεύς, ''Prōteus'') is an early prophetic sea-god or god of rivers and oceanic bodies of water, one of several deities whom Homer calls the "Old Man of the Sea" ''(hálios gérôn)''. ...
. The Proteus effect was first introduced by researchers
Nick Yee Nick Yee is an American researcher who studies self-representation and social interaction in virtual environments. Biography Yee earned his bachelor's degree in psychology from Haverford College (with a concentration in computer science) and re ...
and Jeremy Bailenson at
Stanford University Stanford University, officially Leland Stanford Junior University, is a private research university in Stanford, California. The campus occupies , among the largest in the United States, and enrolls over 17,000 students. Stanford is consider ...
in June 2007. It is considered an area of research concerned with the examination of the behavioral effects of changing a user's embodied avatar.


Overview

The Proteus effect proposes that the visual characteristics and traits of an avatar are associated with specific behavioral
stereotype In social psychology, a stereotype is a generalized belief about a particular category of people. It is an expectation that people might have about every person of a particular group. The type of expectation can vary; it can be, for example ...
s and expectations. When an individual believes that others will expect certain behaviors from them because of their avatars' appearance, they will engage in those expected behaviors. Support for the Proteus effect comes from past research in real world scenarios that has shown how certain physical characteristics, like attractiveness and height, are often associated with more positive social and professional outcomes. Moreover, experimental manipulations of these characteristics in virtual environments have shown that individuals engage in stereotype-confirming behaviors. This is part of a larger field of research that looks at the behavior of individuals who engage in
computer-mediated communication Computer-mediated communication (CMC) is defined as any human communication that occurs through the use of two or more electronic devices. While the term has traditionally referred to those communications that occur via computer-mediated formats ...
(CMC). Although CMC comes in many forms (text, audio, video, etc.), the Proteus effect is particularly relevant to CMC in which individuals interact by using avatars. This effect is driven by the increased ability to control one's appearance in an online virtual environment. Virtual world environments allow users to control many aspects of their appearance that they cannot easily change in the real world (e.g., height, weight, facial features).


Theoretical background

Three psychological concepts that led to the development of the Proteus effect are
behavioral confirmation Behavioral confirmation is a type of self-fulfilling prophecy whereby people's social expectations lead them to behave in ways that cause others to confirm their expectations. The phenomenon of belief creating reality is known by several names in ...
,
self-perception theory Self-perception theory (SPT) is an account of attitude formation developed by psychologist Daryl Bem. It asserts that people develop their attitudes (when there is no previous attitude due to a lack of experience, etc.—and the emotional respon ...
, and
deindividuation Deindividuation is a concept in social psychology that is generally thought of as the loss of self-awareness in groups, although this is a matter of contention (see below). For the social psychologist, the level of analysis is the individual in ...
, although since then further explanatory approaches and influencing factors such as priming and feedback loops through communication have been identified or proposed.


Behavioral confirmation

Behavioral confirmation refers to the effects that a perceiver's actions can have on the resulting behavior of an individual. Specifically, this concept proposes that interacting with individuals who hold preexisting stereotypes will lead the target of those stereotypes to engage in behaviors that will confirm the perceiver's expectations. The Proteus effect differs from behavioral confirmation in that it does not consider the actions of a perceiver. Instead, its goal is to explain how the individual's own stereotypes and expectations drives the change in behavior, independent of any social interactions that take place.


Self-perception theory

Self-perception theory states that individuals determine their attitudes and
emotion Emotions are mental states brought on by neurophysiological changes, variously associated with thoughts, feelings, behavioral responses, and a degree of pleasure or displeasure. There is currently no scientific consensus on a definition. ...
s by making observations about both their own behavior and the circumstances that led to those behaviors. It was first introduced as an alternative to
cognitive dissonance In the field of psychology, cognitive dissonance is the perception of contradictory information, and the mental toll of it. Relevant items of information include a person's actions, feelings, ideas, beliefs, values, and things in the environment. ...
, which argued that changes in behavior can result from an individual's attempt to eliminate tension from contradicting behaviors and beliefs. A series of studies on self-perception theory that looked at changes in behavior as a result of wearing black, a color associated with negative concepts like death and evil, were influential in the development of the Proteus effect. In these studies by
Mark G. Frank Mark G. Frank (born 1961) is a communication professor and department chair, and an internationally recognized expert on human nonverbal communication, emotion, and deception. Dr. Frank conducts research and does training on micro expressions of e ...
and
Thomas Gilovich Thomas Dashiff Gilovich (born January 16, 1954) an American psychologist who is the Irene Blecker Rosenfeld Professor of Psychology at Cornell University. He has conducted research in social psychology, decision making, behavioral economics, and ...
, participants who watched video recordings of sports rated
NFL The National Football League (NFL) is a professional American football league that consists of 32 teams, divided equally between the American Football Conference (AFC) and the National Football Conference (NFC). The NFL is one of the major ...
and
NHL The National Hockey League (NHL; french: Ligue nationale de hockey—LNH, ) is a professional ice hockey league in North America comprising 32 teams—25 in the United States and 7 in Canada. It is considered to be the top ranked professional ...
players wore black uniforms as being more aggressive. Furthermore, participants who were instructed to wear black jerseys reported greater preferences for engaging in aggressive behaviors against competitors. The argument across these studies was that how participants perceived themselves (i.e., wearing a color that has negative associations) led them to adopt negative behaviors. The Proteus effect carries this idea into virtual environments, where individuals see themselves as their avatar which in turn shapes their behavior.


Deindividuation

Deindividuation refers to a decrease in
self-awareness In philosophy of self, self-awareness is the experience of one's own personality or individuality. It is not to be confused with consciousness in the sense of qualia. While consciousness is being aware of one's environment and body and lifesty ...
and self-evaluation as a result of being part of a group. Individuals who experience deindividuation seem to be influenced to a greater degree by
identity Identity may refer to: * Identity document * Identity (philosophy) * Identity (social science) * Identity (mathematics) Arts and entertainment Film and television * ''Identity'' (1987 film), an Iranian film * ''Identity'' (2003 film), ...
cues. In a 1979 study by Robert D. Johnson and Leslie L. Downing, participants were instructed to give an
electric shock Electrical injury is a physiological reaction caused by electric current passing through the body. The injury depends on the density of the current, tissue resistance and duration of contact. Very small currents may be imperceptible or produce ...
to research assistants while wearing either a KKK disguise or a nurse's uniform. The results showed that the costumes worn by participants affected the shock level that they administered to the research assistants. Johnson and Downing stated that these findings supported the argument that deindividuation increases the influence that identity cues have on individuals. In virtual environments, deindividuation is believed to be driven by the level of anonymity that this type of setting provides for its users.


Evidence

A meta-analysis examining 46 quantitative experimental studies of the Proteus effect found a small-but-approaching-medium effect size that was relatively consistent (between 0.22 and 0.26), with nearly all variance explained, suggesting that the Proteus effect is reliable and sizable relative to other digital media effects. Findings from a study that compared the appearance and behaviors of avatars in
Second Life ''Second Life'' is an online multimedia platform that allows people to create an avatar for themselves and then interact with other users and user created content within a multi player online virtual world. Developed and owned by the San Fra ...
to the real world behavior and appearance of their users support the Proteus effect. In this study, participants who reported that they had designed their avatars to be more attractive also reported engaging in more confident and
extraverted The traits of extraversion (also spelled extroversion Retrieved 2018-02-21.) and introversion are a central dimension in some human personality theories. The terms ''introversion'' and ''extraversion'' were introduced into psychology by Carl J ...
behavior when compared to their real world behavior. A study also found that the effects happen in the short term. The Proteus effect has also been linked to attitude changes that reflect the stereotypes associated with their avatar's appearance. In a study by Jesse Fox, Jeremy N. Bailenson, and Liz Tricase, women were assigned avatars whose appearances were either highly
sexualized Sexualization (or sexualisation) is to make something sexual in character or quality or to become aware of sexuality, especially in relation to men and women. Sexualization is linked to sexual objectification. According to the American Psychologi ...
or non-sexualized. While wearing a
head-mounted display A head-mounted display (HMD) is a display device, worn on the head or as part of a helmet (see Helmet-mounted display for aviation applications), that has a small display optic in front of one (monocular HMD) or each eye ( binocular HMD). An H ...
, participants were asked to face a virtual mirror that allowed them to see the reflection of their avatar. This was followed by a virtual conversation with a male avatar who was being controlled by the researchers. Women who used a sexualized avatar reported having more thoughts about their
body image Body image is a person's thoughts, feelings and perception of the aesthetics or sexual attractiveness of their own body. The concept of body image is used in a number of disciplines, including neuroscience, psychology, medicine, psychiatry, ps ...
. The researchers concluded that this finding supports the Proteus effect by demonstrating that individuals
internalized Internalization ( or internalisation) is the process of making something internal, with more specific meanings in various fields. It is the opposite of externalization. Psychology and sociology In psychology, internalization is the outcome of ...
the sexualized aspects of their avatar's appearance, which led to greater
self-objectification Self-objectification is when people view themselves as objects for use instead of as Human beings, human beings. Self-objectification is a result of objectification, and is commonly discussed in the topic of sex and gender. Both men and women strug ...
. Support for this conclusion comes from a similar study in which more body-related thoughts were reported by women who were asked to wear swimsuit when compared to women who were only asked to try on a shirt while facing a mirror. There are also studies that suggest how the use of avatars decrease stereotypes about elderly groups. Further support for the Proteus effect comes from a series of studies that used avatars to increase the amount of exercise performed by individuals. Across three studies, the results consistently showed that participants were more likely to increase their level of physical activity after observing an avatar engage in those behaviors and be rewarded for them. One major difference in this study is that the effects that avatars had on participants' behavior depended on how much the avatar resembled the user. This difference was tested by assigning some users avatars that had been created using photographs of their actual faces. The Proteus effect has also been used to explain successful replications of the work by Frank and Gilovich (1988) and Johnson and Downing (1979). The results of two studies by Jorge Peña, Jeffrey T. Hancock, and Nicholas A. Merola found that attitude towards aggressive behavior in a virtual setting was increased in individuals who used avatars wearing black cloaks or clothing that resembled KKK uniforms. The researchers argued that the negative associations related to the avatar's appearance changed the user's attitudes. Additionally, the researchers suggested that
priming Priming may refer to: * Priming (agriculture), a form of seed planting preparation, in which seeds are soaked before planting * Priming (immunology), a process occurring when a specific antigen is presented to naive lymphocytes causing them to di ...
, in addition to self-perception theory, could explain the Proteus effect.


See also

*
Self-fulfilling prophecy A self-fulfilling prophecy is a prediction that comes true at least in part as a result of a person's or group of persons' belief or expectation that said prediction would come true. This suggests that people's beliefs influence their actions. ...
*
Social identity model of deindividuation effects The social identity model of deindividuation effects (or SIDE model) is a theory developed in social psychology and communication studies. SIDE explains the effects of anonymity and identifiability on group behavior. It has become one of several the ...
* Virtual Human Interaction Lab


References


Further reading

* Begley, Sharon
"Our Imaginary, Hotter Selves"
''
Newsweek ''Newsweek'' is an American weekly online news magazine co-owned 50 percent each by Dev Pragad, its president and CEO, and Johnathan Davis (businessman), Johnathan Davis, who has no operational role at ''Newsweek''. Founded as a weekly print m ...
''. 25 February 2008. * Dell, Kristina
"How Second Life Affects Real Life"
''
Time Time is the continued sequence of existence and events that occurs in an apparently irreversible succession from the past, through the present, into the future. It is a component quantity of various measurements used to sequence events, to ...
''. 12 May 2008. * Carey, Benedict
"Standing in someone else's shoes, almost for real"
''
The New York Times ''The New York Times'' (''the Times'', ''NYT'', or the Gray Lady) is a daily newspaper based in New York City with a worldwide readership reported in 2020 to comprise a declining 840,000 paid print subscribers, and a growing 6 million paid ...
''. 2 November 2008. * Fisher, Christopher
"Immersive Virtual Environment Creates Behavior Change In The Physical World"
''The Behavioral Medicine Report''. 8 April 2011. * Grohol, John
"The Proteus Effect: How Our Avatar Changes Online Behavior"
''PsychCentral''. 24 November 2009. * Klotz, Irene

''DiscoveryNews''. 29 March 2010.

PhysOrg. 10 November 2009. * Thornton, Terri

PBS The Public Broadcasting Service (PBS) is an American public broadcasting, public broadcaster and Non-commercial activity, non-commercial, Terrestrial television, free-to-air television network based in Arlington, Virginia. PBS is a publicly fu ...
. 6 September 2011. * Zweig, Jason
Meet Future You.' Like What You See?"
''
The Wall Street Journal ''The Wall Street Journal'' is an American business-focused, international daily newspaper based in New York City, with international editions also available in Chinese and Japanese. The ''Journal'', along with its Asian editions, is published ...
''. 26 March 2011. {{Authority control Psychological effects Virtual avatars