In 2012 (the year our world ended) a study was done titled, The embodiment of sexualized virtual selves: The Proteus effect and experiences of self-objectification via avatars
The study took 84 women from 18 to 41 and placed an HMD (head mounted device) on them. Looking into a virtual world they were presented with a digital character to control (in some cases they resembled the player and were referred to as "virtual doppelgangers.")
"We wanted to determine whether self-resemblance of the embodied avatar moderates the Proteus effect. Thus, in this study, participants were embodied in an avatar that was either sexualized (wearing tight and revealing clothing that accentuated a voluptuous body) or nonsexualized (wearing conservative clothing on a non-voluptuous body). Additionally, the face of the avatar was manipulated in that participants either saw their own face (Self) or someone else's face (Other) on the virtual body." (Fox et al., 2012)
After the virtual experience a questionnaire was given to the test subject in regards to the woman's perceptions on rape myths: the belief that when a woman is raped she is in some way responsible, because of the way she dressed, her behavior, etc. The study found that the women who played as the sexily dressed avatars were more likely to agree with the absurd rape myths.
Let's walk it back some to the 2009 study The Proteus Effect Implications of Transformed Digital Self-Representation on Online and Offline Behavior. The study featured Nick Yee and Jeremey Bailenson who first coined the phrase Proteus Effect in 2007. Building on their prior research they monitored online worlds such as the ever popular World of Warcraft and discovered an interesting find:
"Overall, the findings suggest that avatar height and attractiveness do play a role in an online game, and tall attractive avatars do outperform other avatars... these findings show that an avatar’s appearance can influence a user’s behavior in an online environment." (Yee et al., 2009)
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Damn, no wonder the dude in Avatar was so confident. His was like ten feet tall! |
I would definitely like to see research like this be expanded as it is only in it's infancy (hell, MMO gaming itself is still a fairly new phenomenon). An article on the 2012 study on NBC News says of the researchers, "Fox and Bailenson said that these are preliminary findings, emphasizing that critics of video games should not jump to hasty conclusions before more research can be done on the subject."
My question for the 2012 Proteus Effect study is, would the results be different if all the women selected were experienced gamers? Could they better differentiate between reality and fantasy?
It may be tempting to think that a gamer might be more susceptible, but could the opposite be possible? We've played as Tommy Vercetti, Lara Croft, Commander Shepard, the list goes on. Could trying on various skins and wearing many hats weaken the Proteus Effect?
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In World of Warcraft it doesn't matter if the player is a hulking tauren or a squat dwarf--they'll hit you in the face with a blunt object all the same. |
An interesting aside, the 2012 study also found that women who controlled the sexy avatars often felt the same physical insecurities as women who tried on swimsuits in real life body image studies.
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Which is why TECMO decided to combine these elements into DOA Xtreme Beach Vollebally: The coup de grace to female self-esteem! |