How Avatars Influence User Behavior: A Review on the Proteus Effect in Virtual Environments and Video Games

Anna Samira Praetorius, Daniel Görlich
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引用次数: 23

Abstract

The Proteus Effect suggests that users of a virtual environment adapt their behavior to the characteristics of their respective avatars. The effect was introduced by Yee & Bailenson in 2007. Since then, a number of studies and experiments regarding the Proteus Effect have been conducted. Based on a review and comparison of their findings and conclusions about the theoretical framework of the effect and its explanatory approaches such as self-perception theory and priming, we are classifying these studies with regard to self-similarity, wishful identification and embodied presence. This allows for revealing parallels to the processes of self-identification, as these components represent first-order dimensions of the user-avatar bond. The results show that self-similarity can enhance the effect, as it can lead to a higher personal relevance of the avatar and thus facilitates mental rapprochement between user and avatar. Desirable characteristics of the avatar are integrated into the self-concept, whereas undesirable characteristics can be a barrier to the occurrence of the effect. Embodiment is particularly important with regard to self-perception theory and can represent a threshold for self-perception from the perspective of the avatar.
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虚拟角色如何影响用户行为:虚拟环境和电子游戏中的Proteus效应述评
普罗透斯效应表明,虚拟环境的用户会根据各自角色的特点调整自己的行为。这种效果是由Yee & Bailenson在2007年提出的。从那时起,关于普罗透斯效应的一些研究和实验已经进行了。在回顾和比较研究结果的基础上,从自我知觉理论和启动效应等理论框架和解释方法入手,将这些研究从自我相似性、一厢情愿认同和具身在场三个方面进行了分类。这允许揭示与自我认同过程的相似之处,因为这些组件代表了用户-化身纽带的一阶维度。结果表明,自相似性可以增强这种效果,因为它可以使虚拟形象具有更高的个人相关性,从而促进用户与虚拟形象之间的心理亲近。角色的理想特征被整合到自我概念中,而不理想的特征可能成为效果发生的障碍。化身在自我感知理论中尤为重要,从化身的角度来看,它可以代表自我感知的阈值。
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