2015
DOI: 10.1177/1555412014568870
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Priming or Proteus Effect? Examining the Effects of Avatar Race on In-Game Behavior and Post-Play Aggressive Cognition and Affect in Video Games

Abstract: This research uses a 2 Â 2 factorial experiment to further investigate the Proteus effect for avatar race observed in previous research by measuring in-game behavior, the use of stereotypes to describe the avatar, and perceived embodiment of the avatar. Participants played a boxing video game as White or Black avatar against a White or Black avatar. Results revealed no main effects for avatar race, but embodiment was found to moderate the relationship between avatar race and in-game behavior. Subsequent probin… Show more

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Cited by 60 publications
(52 citation statements)
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References 34 publications
(42 reference statements)
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“…This includes the Proteus effect, wherein embodying an avatar in IVR can influence behaviors and attitudes even after the embodiment experience has ended, which holds the potential for both risks (Fox, Bailenson, & Tricase, 2013) and benefits (Peck, Seinfeld, Aglioti, & Slater, 2013) for IVR users. There is, however, evidence that IVR embodiment of a relevant avatar is not, in itself, sufficient to induce a Proteus effect, but that the subjective experience of the IVR user might partially determine whether such an effect occurs (Ash, 2016). The current study examined a Proteus effect through the use of avatars of different age groups on later real-life walking speed.…”
Section: Introductionmentioning
confidence: 93%
See 1 more Smart Citation
“…This includes the Proteus effect, wherein embodying an avatar in IVR can influence behaviors and attitudes even after the embodiment experience has ended, which holds the potential for both risks (Fox, Bailenson, & Tricase, 2013) and benefits (Peck, Seinfeld, Aglioti, & Slater, 2013) for IVR users. There is, however, evidence that IVR embodiment of a relevant avatar is not, in itself, sufficient to induce a Proteus effect, but that the subjective experience of the IVR user might partially determine whether such an effect occurs (Ash, 2016). The current study examined a Proteus effect through the use of avatars of different age groups on later real-life walking speed.…”
Section: Introductionmentioning
confidence: 93%
“…Additionally, when taking the subjective IVR experience into account, subjective feelings of body ownership of the avatar were shown to mediate Proteus effects (Ahn et al, 2016;Yoon & Vargas, 2014). It has also been suggested that a threshold of subjective body ownership may have to be exceeded for avatar effects to occur (Ash, 2016). This would fall in line with the explanation suggested by self-perception theory, indicating that observations of the avatar have to be connected to the IVR user's self in order for embodiment-specific components of the Proteus effect to occur.…”
Section: Proteus Effectmentioning
confidence: 99%
“…Other studies have shown how the Proteus Effect may enhance stereotypes against outgroup members. It has also been shown that users that play a black avatar in a computer game present greater aggressive cognition and affect (Eastin et al, 2009;Ash, 2016). From a theoretical point of view, the Proteus effect is based on self-perception principles (Bem, 1972), under which the individual explains his attitudes and internal states based on observation of external cues.…”
Section: Manipulation Of Interoceptive Signals: Affecting Emotion Regmentioning
confidence: 99%
“…Furthermore, there is evidence that mere exposure to, as opposed to identification with, depictions of women and non-White ethnicities in video games can lead to negative attitudes towards those groups (Dill, Brown, & Collins, 2008;Dill & Burgess, 2012). Given the evidence that embodiment can lead to a stronger activation of stereotypes than other forms of media (Ash, 2016;Groom et al, 2009), it is important that the portrayal of women, Black, Asian and minority ethnic (BAME) people and members of other disadvantaged social groups is treated as an important issue by game designers. As VR technology advances to allow increased malleability of the boundaries between self and other, it is vital that those involved in designing the new forms of media and entertainment that make use of VR are aware of the need to combat lazy and stereotypic depictions of other social groups, and instead use these advances to present members of other group in a manner that builds up empathy and reduces prejudice between groups.…”
Section: Future Directions: Changing Attitudes Via Embodiment Outsidementioning
confidence: 99%
“…It has also been found that assigning female participants to sexualised avatars increased their selfobjectification and made them more likely to blame victims of rape for their situation (Fox, Ralston, Cooper, & Jones, 2014). Others studies have shown that playing a Black character in a computer game leads participants to show more aggressive cognition and affect, presumably as a result of the activation of stereotypical views of Black men as violent (Ash, 2016;Eastin, Appiah, & Cicchirllo, 2009). Importantly, Ash (2016) demonstrated that this effect was mediated by the extent to which users felt embodied in their avatar, suggesting that increased use of VR-based embodiment in gaming could lead to increased reinforcement of stereotyped views.…”
Section: Future Directions: Changing Attitudes Via Embodiment Outsidementioning
confidence: 99%