Proteus effect
The Proteus effect is an effect that appears when the behavior of an individual conforms to their digital self-representation.
The Proteus effect holds that one's identity presentation changes based on their online avatar. The concept takes its name from the Greek god Proteus, who is notable for being the origin of the adjective protean—the ability to take on many different self representations.[1] This term has been used to describe the actions one pursues while online, where the avatar is not simply a mask that is worn; it is one's entire self representation.[1] Behind an avatar, a person may act in a manner vastly different than they do in real life.
For example: A person may choose an attractive avatar in a virtual reality game, and subsequently presents a more confident personality through their avatar in that game. However, this behavior only occurs when the person is acting through that avatar. The Proteus effect does not denote a change in behavior in real life.
The Proteus Effect has been used to help people change addictive behaviors[2], and lose weight[3].
References
Further reading
- Yee, Nick; Bailenson, Jeremy. The Proteus Effect: The Effect of Transformed Self-Representation on Behavior. Human Communication Research. 2007.
- Begley, Sharon. Our Imaginary, Hotter Selves. Newsweek. February 25, 2008.
- Dell, Kristina. How Second Life Affects Real Life. Time. May 12, 2008.
- Carey, Benedict. Standing in someone else's shoes, almost for real. The New York Times. November 2, 2008.
- Fox, Jesse; Bailenson, Jeremy. Virtual Self-Modeling: The Effects of Vicarious Reinforcement and Identification on Exercise Behavior. Media Psychology. 2009.
- Yee, Nick; Bailenson, Jeremy; Ducheneau, Nicolas. The Proteus Effect: Implications of Transformed Digital Self-Representation on Online and Offline Behavior. Communication Research. 2009.
- Peña, Jorge; Hancock, Jeffrey; Merol, Nicholas. The Priming Effects of Avatars in Virtual Setting. Communication Research. 2009.
- Research shows avatars can negatively affect users. PhysOrg. November 10, 2009.
- Grohol, John. The Proteus Effect: How Our Avatar Changes Online Behavior. PsychCentral November 24, 2009.
- Klotz, Irene. Avatars May Inspire Us to Exercise. DiscoveryNews. March 29, 2010.
- Zweig, Jason. Meet 'Future You.' Like What You See? The Wall Street Journal. March 26, 2011.
- Fisher, Christopher. Immersive Virtual Environment Creates Behavior Change In The Physical World. The Behavioral Medicine Report. April 8, 2011.
- Thornton, Terri. Our Avatars, Ourselves. PBS. September 6, 2011.