Proteus effect
Encyclopedia
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. 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. Behind an avatar, a person may act in a manner vastly different than they do in real life
.
For example: A person may chooses 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, and lose weight.
Proteus
In Greek mythology, Proteus is an early sea-god, one of several deities whom Homer calls the "Old Man of the Sea", whose name suggests the "first" , as protogonos is the "primordial" or the "firstborn". He became the son of Poseidon in the Olympian theogony In Greek mythology, Proteus (Πρωτεύς)...
effect is an effect that appears when the behavior
Behavior
Behavior or behaviour refers to the actions and mannerisms made by organisms, systems, or artificial entities in conjunction with its environment, which includes the other systems or organisms around as well as the physical environment...
of an individual conforms to their digital self-representation.
The Proteus effect holds that one's identity presentation changes based on their online avatar
Avatar (computing)
In computing, an avatar is the graphical representation of the user or the user's alter ego or character. It may take either a three-dimensional form, as in games or virtual worlds, or a two-dimensional form as an icon in Internet forums and other online communities. It can also refer to a text...
. The concept takes its name from the Greek god Proteus
Proteus
In Greek mythology, Proteus is an early sea-god, one of several deities whom Homer calls the "Old Man of the Sea", whose name suggests the "first" , as protogonos is the "primordial" or the "firstborn". He became the son of Poseidon in the Olympian theogony In Greek mythology, Proteus (Πρωτεύς)...
, who is notable for being the origin of the adjective protean—the ability to take on many different self representations. 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. Behind an avatar, a person may act in a manner vastly different than they do in real life
Real life
Real life is a term usually used to denote actual human life lived by real people in contrast with the lives of fictional or fantasy characters.-Usage online and in fiction:On the Internet, "real life" refers to life in the real world...
.
For example: A person may chooses an attractive avatar
Avatar (computing)
In computing, an avatar is the graphical representation of the user or the user's alter ego or character. It may take either a three-dimensional form, as in games or virtual worlds, or a two-dimensional form as an icon in Internet forums and other online communities. It can also refer to a text...
in a virtual reality
Virtual reality
Virtual reality , also known as virtuality, is a term that applies to computer-simulated environments that can simulate physical presence in places in the real world, as well as in imaginary worlds...
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, and lose weight.
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. NewsweekNewsweekNewsweek is an American weekly news magazine published in New York City. It is distributed throughout the United States and internationally. It is the second-largest news weekly magazine in the U.S., having trailed Time in circulation and advertising revenue for most of its existence...
. February 25, 2008. - Dell, Kristina. How Second Life Affects Real Life. TimeTimeTime is a part of the measuring system used to sequence events, to compare the durations of events and the intervals between them, and to quantify rates of change such as the motions of objects....
. May 12, 2008. - Carey, Benedict. Standing in someone else's shoes, almost for real. The New York TimesThe New York TimesThe New York Times is an American daily newspaper founded and continuously published in New York City since 1851. The New York Times has won 106 Pulitzer Prizes, the most of any news organization...
. 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 JournalThe Wall Street JournalThe Wall Street Journal is an American English-language international daily newspaper. It is published in New York City by Dow Jones & Company, a division of News Corporation, along with the Asian and European editions of the 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.