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

Published:17 September 2020Publication History

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

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    • Published in

      cover image ACM Other conferences
      FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital Games
      September 2020
      804 pages
      ISBN:9781450388078
      DOI:10.1145/3402942

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      • Published: 17 September 2020

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