{"title":"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","authors":"Anna Samira Praetorius, Daniel Görlich","doi":"10.1145/3402942.3403019","DOIUrl":null,"url":null,"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.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"54 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"23","resultStr":"{\"title\":\"How Avatars Influence User Behavior: A Review on the Proteus Effect in Virtual Environments and Video Games\",\"authors\":\"Anna Samira Praetorius, Daniel Görlich\",\"doi\":\"10.1145/3402942.3403019\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":421754,\"journal\":{\"name\":\"Proceedings of the 15th International Conference on the Foundations of Digital Games\",\"volume\":\"54 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-09-15\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"23\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 15th International Conference on the Foundations of Digital Games\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3402942.3403019\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 15th International Conference on the Foundations of Digital Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3402942.3403019","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
How Avatars Influence User Behavior: A Review on the Proteus Effect in Virtual Environments and Video Games
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.