2021
DOI: 10.1007/978-3-030-68086-2_9
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The Proteus Effect: How Avatars Influence Their Users’ Self-perception and Behaviour

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Cited by 9 publications
(6 citation statements)
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“…SDT has been utilized as a tool for manipulating facets of the self in gaming studies, with most of these studies focusing on some secondary behavioral outcomes such as health behavior and school performance (Jin, 2012; Ratan et al, 2016; Sah et al, 2017). The Proteus effect explains that consumers who engage in virtual environments adapt their behavior to the behavior of their avatar (Praetorius & Görlich, 2021; Yee & Bailenson, 2007), which is evident in video game studies where participants’ avatars are created to match a type of self. For instance, in a study on eating behavior participants who customized their avatar to represent their ought self made similar choices as their avatar when it came to food-related behavior (Sah et al, 2017).…”
Section: Sdtmentioning
confidence: 99%
“…SDT has been utilized as a tool for manipulating facets of the self in gaming studies, with most of these studies focusing on some secondary behavioral outcomes such as health behavior and school performance (Jin, 2012; Ratan et al, 2016; Sah et al, 2017). The Proteus effect explains that consumers who engage in virtual environments adapt their behavior to the behavior of their avatar (Praetorius & Görlich, 2021; Yee & Bailenson, 2007), which is evident in video game studies where participants’ avatars are created to match a type of self. For instance, in a study on eating behavior participants who customized their avatar to represent their ought self made similar choices as their avatar when it came to food-related behavior (Sah et al, 2017).…”
Section: Sdtmentioning
confidence: 99%
“…Indeed, such processes are defined as the experience of assimilating some of the avatar's characteristics into the user's self-perception (Klimmt et al, 2009). These have previously been presented as potential influences of the Proteus effect (Ratan et al, 2020;Praetorius and Grlich, 2021), however, to our knowledge, no study has currently tested the influence of identification processes within the Proteus effect.…”
Section: H : Embodimentmentioning
confidence: 99%
“…Indeed, most publications on the subject have focused on demonstrating the effect but very few have sought to explore the theoretical explanations of this effect beyond those given by the first publications about the Proteus effect. Although a few recent reviews of the Proteus effect have highlighted this gap in the literature, and sought to address parts of it (Praetorius and Grlich, 2021 ; Szolin et al, 2022 ), these publications did not discuss some of the fundamental shortcomings of the current explanations of the Proteus effect. Indeed, in their systematic review, Szolin et al ( 2022 ) chose to focus on the Proteus effect in the context of video games.…”
Section: Proteus Effectmentioning
confidence: 99%
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“…Through interactions with the environment and other users, avatars convey a sense of presence and enable identification with the embodied character's identity [9]. Avatars, as virtual representations of a user or player, can influence behaviour [26] and cause identity shifts [13]. These influences can be used to promote altruistic behaviour [29], reduce fears [30], improve mood [24] and cognitive performance [5], raise environmental awareness [1], and reduce prejudice [25], [21], [23], [4] and [11].…”
Section: Introductionmentioning
confidence: 99%