The Proteus effect describes a phenomenon in which the
behavior
Behavior (American English) or behaviour (British English) is the range of actions of Individual, individuals, organisms, systems or Artificial intelligence, artificial entities in some environment. These systems can include other systems or or ...
of an individual, within
virtual world
A virtual world (also called a virtual space or spaces) is a Computer simulation, computer-simulated environment which may be populated by many simultaneous users who can create a personal Avatar (computing), avatar and independently explore th ...
s, is changed by the characteristics of their
avatar
Avatar (, ; ) is a concept within Hinduism that in Sanskrit literally means . It signifies the material appearance or incarnation of a powerful deity, or spirit on Earth. The relative verb to "alight, to make one's appearance" is sometimes u ...
. This change is due to the individual's knowledge about the behaviors that other users who are part of that
virtual environment typically associate with those characteristics. Like the adjective ''protean'' (meaning versatile or mutable), the concept's name is an allusion to the shape changing abilities of the
Greek god
In ancient Greece, deities were regarded as immortal, anthropomorphic, and powerful. They were conceived of as individual persons, rather than abstract concepts or notions, and were described as being similar to humans in appearance, albeit larg ...
Proteus
In Greek mythology, Proteus ( ; ) is an early prophetic sea god or god of rivers and oceanic bodies of water, one of several deities whom Homer calls the "Old Man of the Sea" (''hálios gérôn''). Some who ascribe a specific domain to Prote ...
.
The Proteus effect was first introduced by researchers
Nick Yee and Jeremy Bailenson at
Stanford University
Leland Stanford Junior University, commonly referred to as Stanford University, is a Private university, private research university in Stanford, California, United States. It was founded in 1885 by railroad magnate Leland Stanford (the eighth ...
in June 2007. It is considered an area of research concerned with the examination of the behavioral effects of changing a user's embodied avatar.
Overview
The Proteus effect proposes that the visual characteristics and traits of an avatar are associated with specific behavioral
stereotype
In social psychology, a stereotype is a generalization, generalized belief about a particular category of people. It is an expectation that people might have about every person of a particular group. The type of expectation can vary; it can ...
s and expectations. When an individual believes that others will expect certain behaviors from them because of their avatars' appearance, they will engage in those expected behaviors.
Support for the Proteus effect comes from past research in real world scenarios that has shown how certain physical characteristics, like attractiveness and height, are often associated with more positive social and professional outcomes.
Moreover, experimental manipulations of these characteristics in virtual environments have shown that individuals engage in stereotype-confirming behaviors.
This is part of a larger field of research that looks at the behavior of individuals who engage in
computer-mediated communication
Computer-mediated communication (CMC) is defined as any human communication that occurs through the use of two or more electronic devices. While the term has traditionally referred to those communications that occur via computer-mediated forma ...
(CMC). Although CMC comes in many forms (text, audio, video, etc.),
the Proteus effect is particularly relevant to CMC in which individuals interact by using avatars. This effect is driven by the increased ability to control one's appearance in an online virtual environment. Virtual world environments allow users to control many aspects of their appearance that they cannot easily change in the real world (e.g., height, weight, facial features).
Theoretical background
Three psychological concepts that led to the development of the Proteus effect are
behavioral confirmation,
self-perception theory
Self-perception theory (SPT) is an account of attitude formation developed by psychologist Daryl Bem. It asserts that people develop their attitudes (when there is no previous attitude due to a lack of experience, etc.—and the emotional resp ...
, and
deindividuation,
although since then further explanatory approaches and influencing factors such as priming and feedback loops through communication have been identified or proposed.
Behavioral confirmation
Behavioral confirmation refers to the effects that a perceiver's actions can have on the resulting behavior of an individual.
Specifically, this concept proposes that interacting with individuals who hold preexisting stereotypes will lead the target of those stereotypes to engage in behaviors that will confirm the perceiver's expectations.
The Proteus effect differs from behavioral confirmation in that it does not consider the actions of a perceiver. Instead, its goal is to explain how the individual's own stereotypes and expectations drives the change in behavior, independent of any social interactions that take place.
Self-perception theory
Self-perception theory states that, when internal cues are weak, individuals determine their
attitudes and
emotion
Emotions are physical and mental states brought on by neurophysiology, neurophysiological changes, variously associated with thoughts, feelings, behavior, behavioral responses, and a degree of pleasure or suffering, displeasure. There is ...
s by making external observations about both their own behavior and the circumstances that led to those behaviors.
It was first introduced as an alternative to
cognitive dissonance
In the field of psychology, cognitive dissonance is described as a mental phenomenon in which people unknowingly hold fundamentally conflicting cognitions. Being confronted by situations that challenge this dissonance may ultimately result in some ...
, which argued that changes in behavior can result from an individual's attempt to eliminate tension from contradicting behaviors and beliefs.
A series of studies on self-perception theory that looked at changes in behavior as a result of wearing black, a color associated with negative concepts like death and evil, were influential in the development of the Proteus effect.
In these studies by
Mark G. Frank and
Thomas Gilovich, participants who watched video recordings of sports rated
NFL and
NHL
The National Hockey League (NHL; , ''LNH'') is a professional ice hockey league in North America composed of 32 teams25 in the United States and 7 in Canada. The NHL is one of the major professional sports leagues in the United States and Cana ...
players wore black uniforms as being more aggressive. Furthermore, participants who were instructed to wear black jerseys reported greater preferences for engaging in aggressive behaviors against competitors.
The argument across these studies was that how participants perceived themselves (i.e., wearing a color that has negative associations) led them to adopt negative behaviors. The Proteus effect carries this idea into virtual environments, where individuals see themselves as their avatar which in turn shapes their behavior.
Deindividuation
Deindividuation refers to a decrease in
self-awareness
In philosophy of self, philosophy, self-awareness is the awareness and reflection of one's own personality or individuality, including traits, feelings, and behaviors. It is not to be confused with consciousness in the sense of qualia. While ...
and self-evaluation as a result of being part of a group. Individuals who experience deindividuation seem to be influenced to a greater degree by
identity cues. In a 1979 study by Robert D. Johnson and Leslie L. Downing, participants were instructed to give an
electric shock
An electrical injury (electric injury) or electrical shock (electric shock) is damage sustained to the skin or internal organs on direct contact with an electric current.
The injury depends on the Current density, density of the current, tissu ...
to research assistants while wearing either a
KKK disguise or a nurse's uniform.
The results showed that the costumes worn by participants affected the shock level that they administered to the research assistants. Johnson and Downing stated that these findings supported the argument that deindividuation increases the influence that identity cues have on individuals. In virtual environments, deindividuation is believed to be driven by the level of anonymity that this type of setting provides for its users.
Evidence
A meta-analysis examining 46 quantitative experimental studies of the Proteus effect found a small-but-approaching-medium effect size that was relatively consistent (between 0.22 and 0.26), with nearly all variance explained, suggesting that the Proteus effect is reliable and sizable relative to other digital media effects.
Findings from a study that compared the appearance and behaviors of avatars in
Second Life
''Second Life'' is a multiplayer virtual world that allows people to create an Avatar (computing), avatar for themselves and then interact with other users and user-created content within a multi-user online environment. Developed for person ...
to the real world behavior and appearance of their users support the Proteus effect. In this study, participants who reported that they had designed their avatars to be more attractive also reported engaging in more confident and
extraverted
Extraversion and introversion are a central trait theory, trait dimension in human personality psychology, personality theory. The terms were introduced into psychology by Carl Jung, though both the popular understanding and current psychologic ...
behavior when compared to their real world behavior. A study also found that the effects happen in the short term.
The Proteus effect has also been linked to attitude changes that reflect the stereotypes associated with their avatar's appearance. In a study by Jesse Fox, Jeremy N. Bailenson, and Liz Tricase, women were assigned avatars whose appearances were either highly
sexualized or non-sexualized.
While wearing a
head-mounted display
A head-mounted display (HMD) is a display device, worn on the head or as part of a helmet (see helmet-mounted display for aviation applications), that has a small display optic in front of one (monocular HMD) or each eye (binocular vision, bi ...
, participants were asked to face a virtual mirror that allowed them to see the reflection of their avatar. This was followed by a virtual conversation with a male avatar who was being controlled by the researchers. Women who used a sexualized avatar reported having more thoughts about their
body image. The researchers concluded that this finding supports the Proteus effect by demonstrating that individuals
internalized the sexualized aspects of their avatar's appearance, which led to greater
self-objectification. Support for this conclusion comes from a similar study in which more body-related thoughts were reported by women who were asked to wear swimsuit when compared to women who were only asked to try on a shirt while facing a mirror.
There are also studies that suggest how the use of avatars decrease stereotypes about elderly groups.
Further support for the Proteus effect comes from a series of studies that used avatars to increase the amount of exercise performed by individuals.
Across three studies, the results consistently showed that participants were more likely to increase their level of physical activity after observing an avatar engage in those behaviors and be rewarded for them. One major difference in this study is that the effects that avatars had on participants' behavior depended on how much the avatar resembled the user. This difference was tested by assigning some users avatars that had been created using photographs of their actual faces.
The Proteus effect has also been used to explain successful replications of the work by Frank and Gilovich (1988) and Johnson and Downing (1979).
The results of two studies by Jorge Peña, Jeffrey T. Hancock, and Nicholas A. Merola found that attitude towards aggressive behavior in a virtual setting was increased in individuals who used avatars wearing black cloaks or clothing that resembled KKK uniforms. The researchers argued that the negative associations related to the avatar's appearance changed the user's attitudes.
Additionally, the researchers suggested that
priming, in addition to self-perception theory, could explain the Proteus effect.
Recent studies demonstrated the Proteus effect in real-life contexts outside laboratory conditions. In a study, 13.6 million League Of Legends in-game chat messages were analysed, and found players' avatars influenced their mode of communication, specifically in: vocality, valence, toxicity.
Development
In 2009, Peña and colleagues proposed
priming mechanisms to explain the Proteus effect, challenging
Yee and Bailenson's original account of
self-perception theory
Self-perception theory (SPT) is an account of attitude formation developed by psychologist Daryl Bem. It asserts that people develop their attitudes (when there is no previous attitude due to a lack of experience, etc.—and the emotional resp ...
. In their view,
stereotype
In social psychology, a stereotype is a generalization, generalized belief about a particular category of people. It is an expectation that people might have about every person of a particular group. The type of expectation can vary; it can ...
s associated with avatars (e.g. a slim figure) simultaneously activate related attitudes (e.g. athleticism) and inhibit opposing ones (e.g. being sedentary), increasing the likelihood of users behaving in line with their avatars' characteristics. In their study, participants exposed to avatars wearing
Ku Klux Klan
The Ku Klux Klan (), commonly shortened to KKK or Klan, is an American Protestant-led Christian terrorism, Christian extremist, white supremacist, Right-wing terrorism, far-right hate group. It was founded in 1865 during Reconstruction era, ...
robes (as opposed to doctor avatars) wrote more aggressive stories and showed less group cohesion. The authors suggested that the avatars' negative stereotypes primed violent attitudes for users. While not refuting self-perception explanations, they claimed priming mechanisms were more parsimonious.
Later, Yee and Bailenson found that the Proteus effect was amplified by greater avatar embodiment, showing this by presenting videos of moving avatars, rather than static mirror images. They argued that priming accounts assume all external
stimuli activate concepts with uniform strength, which cannot explain why higher embodiment strengthens the Proteus effect. In contrast, as self-perception theory treats avatars as extensions of users' physical selves, greater embodiment would influence their attitudes and behavior more strongly.
In 2016, Ratan and Dawson offered a reconciliatory explanation: the avatar first primes relevant concepts, which embodiment then makes personally salient. Together, this builds "avatar self-relevance" - the extent to which avatars closely represent and relate to users, which determines the magnitude of "avatar use effects" - including the Proteus effect. In their study, stronger avatar self-similarity, measured by gender consistency and emotional attachment with avatars, induced stronger negative reactions when participants' avatars were harmed. From these results, the authors proposed avatar self-similarity as a "middle ground between self-perception and priming-oriented explanations".
Embodiment
Studies have found users' level of embodiment in avatars to influence the strength of the Proteus effect. Researchers from the
Massachusetts Institute of Technology
The Massachusetts Institute of Technology (MIT) is a Private university, private research university in Cambridge, Massachusetts, United States. Established in 1861, MIT has played a significant role in the development of many areas of moder ...
(MIT) proposed a definition specific to virtual environments, comprising:
* Self-location (feeling present in the avatar).
*
Agency (feeling control over the avatar's actions).
* Body ownership (feeling the avatar's body belongs to oneself).
For example, using avatars dressed in sports clothes (compared to formal wear) generally increased
cardiovascular exercise output, as measured by faster heart rate. This effect became even stronger when the avatars incorporated participants' facial features, which enhanced embodiment through a sense of body ownership. Similarly, in offline settings, research also found that higher embodiment strengthens the Proteus effect. In one study, participants assigned to heroic or villainous avatars later displayed more prosocial and antisocial behavior, respectively, in face-to-face tasks. These effects were amplified when participants actively controlled avatars in
virtual reality
Virtual reality (VR) is a Simulation, simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video gam ...
, rather than passively observing them.
However, some studies found no impact of embodiment on the Proteus effect. Some researchers suggested that in intervention studies, even when personally distant avatars were designed to minimise embodiment, participants still managed to form personal attachments with them. This results in similar embodiment levels and Proteus effect magnitudes across experimental conditions.
Extension to offline behavior
The Proteus effect has been found to influence offline behavior after engaging with virtual avatars. In a study, participants who used tall, attractive avatars to play video games, later negotiated more aggressively and assertively with confederates during face-to-face interactions.
Other demonstrations were found in studies about
prosocial behavior
Prosocial behavior is a social behavior that "benefit other people or society as a whole", "such as helping, sharing, donating, co-operating, and volunteering". The person may or may not intend to benefit others; the behavior's prosocial benef ...
, in which participants using hero avatars (
Superman
Superman is a superhero created by writer Jerry Siegel and artist Joe Shuster, which first appeared in the comic book ''Action Comics'' Action Comics 1, #1, published in the United States on April 18, 1938.The copyright date of ''Action Comics ...
) allocated more pleasant food (chocolate) subsequently when offline, reflecting prosocial behavior, while those using villain avatars (
Voldemort
Lord Voldemort ( , in the films) is a fictional character and the main antagonist in the ''Harry Potter'' series of novels by J. K. Rowling. He first appears in '' Harry Potter and the Philosopher's Stone'' (1997) and returns either in pe ...
) allocated more unpleasant food (chilli sauce), reflecting antisocial behavior.
The duration of the Proteus effect's offline influence is found to be short-lived. In one
virtual reality
Virtual reality (VR) is a Simulation, simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video gam ...
study, participants using older avatars (compared to young) walked slower. This effect briefly persisted when participants were instructed to walk through a corridor offline, but diminished halfway. The authors concluded with "fast post-embodiment decay rates for behavioral changes". While mechanisms behind the Proteus effect's "temporal extends" remain unclear, some researchers have proposed that prolonged attitude changes to extend these behavioral outcomes.
Practical applications
Studies have found that leveraging avatars with pre-existing stereotypes can promote beneficial behavior.
Pain attenuation
Using avatars with muscular properties were found to reduce
pain
Pain is a distressing feeling often caused by intense or damaging Stimulus (physiology), stimuli. The International Association for the Study of Pain defines pain as "an unpleasant sense, sensory and emotional experience associated with, or res ...
sensitivity in participants, by activating attitudes towards pain resistance. Adding tactile feedback can further increase embodiment levels (via "ownership of virtual hands"), thereby enhancing pain attenuation effects. The authors described this as "comparable to moderate dose of
hydromorphone
Hydromorphone, also known as dihydromorphinone, and sold under the brand name Dilaudid among others, is a morphinan opioid used to treat moderate to severe pain. Typically, long-term use is only recommended for pain due to cancer. It may b ...
", and underlined the potential of conducting "avatar therapy for
chronic pain
Chronic pain is pain that persists or recurs for longer than 3 months.https://icd.who.int/browse/2025-01/mms/en#1581976053 It is also known as gradual burning pain, electrical pain, throbbing pain, and nauseating pain. This type of pain is in cont ...
" in future clinical practice.
Enhancing performance
Adopting avatars that users perceive to be skilled was found to enhance real performance in different fields, for example:
* Cognitive performance (
executive functions
In cognitive science and neuropsychology, executive functions (collectively referred to as executive function and cognitive control) are a set of cognitive processes that support goal-directed behavior, by regulating thoughts and actions thro ...
) increased when users adopted Albert Einstein avatars during virtual simulation tasks.
*
Creativity
Creativity is the ability to form novel and valuable Idea, ideas or works using one's imagination. Products of creativity may be intangible (e.g. an idea, scientific theory, Literature, literary work, musical composition, or joke), or a physica ...
improved when engineers used avatars representing their "ideal innovator" during virtual and later face-to-face brainstorming.
* Music proficiency in West African drumming increased when users experienced an illusory ownership of dark-skinned hands.
Self-esteem
Using avatars with omnipotent characteristics (eg. a Christian God) was found to raise positive self-attitudes of users, including (1) promoting confidence in abilities, and (2) reducing feelings of vulnerability. This effect also translated to lower physiological threat responses (lower heart rate) when participants faced alarming situations in virtual games.
Negative implications
Gaming addiction
Although avatar embodiment induces stronger Proteus effects with positive applications, it could also weaken users' internal attitudes, as they increase reliance on external cues from avatars to infer their self-concept. This has been linked to disordered
gaming addiction, and indirectly, to further implications of inactive lifestyles.
Real world aggression
Some avatars carry negative
stereotype
In social psychology, a stereotype is a generalization, generalized belief about a particular category of people. It is an expectation that people might have about every person of a particular group. The type of expectation can vary; it can ...
s, which could result in harmful behavior when users infer
attitudes from them. A study found that white-skinned participants using dark-skinned avatars displayed more aggression during intergroup situations in virtual games. This extended to offline environments, where they reported stronger motivations to harm real-life partners afterwards.
See also
*
Self-fulfilling prophecy A self-fulfilling prophecy is a prediction that comes true at least in part as a result of a person's belief or expectation that the prediction would come true. In the phenomena, people tend to act the way they have been expected to in order to mak ...
*
Social identity model of deindividuation effects The social identity model of deindividuation effects (or SIDE model) is a theory developed in social psychology and communication studies. SIDE explains the effects of anonymity and identifiability on group behavior. It has become one of several th ...
*
Virtual Human Interaction Lab
References
Further reading
* Begley, Sharon
"Our Imaginary, Hotter Selves" ''
Newsweek
''Newsweek'' is an American weekly news magazine based in New York City. Founded as a weekly print magazine in 1933, it was widely distributed during the 20th century and has had many notable editors-in-chief. It is currently co-owned by Dev P ...
''. 25 February 2008.
* Dell, Kristina
"How Second Life Affects Real Life" ''
Time
Time is the continuous progression of existence that occurs in an apparently irreversible process, irreversible succession from the past, through the present, and into the future. It is a component quantity of various measurements used to sequ ...
''. 12 May 2008.
* Carey, Benedict
"Standing in someone else's shoes, almost for real" ''
The New York Times
''The New York Times'' (''NYT'') is an American daily newspaper based in New York City. ''The New York Times'' covers domestic, national, and international news, and publishes opinion pieces, investigative reports, and reviews. As one of ...
''. 2 November 2008.
* Fisher, Christopher
"Immersive Virtual Environment Creates Behavior Change In The Physical World" ''The Behavioral Medicine Report''. 8 April 2011.
* Grohol, John
"The Proteus Effect: How Our Avatar Changes Online Behavior" ''PsychCentral''. 24 November 2009.
* Klotz, Irene
''DiscoveryNews''. 29 March 2010.
PhysOrg. 10 November 2009.
* Thornton, Terri
PBS. 6 September 2011.
* Zweig, Jason
Meet Future You.' Like What You See?"''
The Wall Street Journal
''The Wall Street Journal'' (''WSJ''), also referred to simply as the ''Journal,'' is an American newspaper based in New York City. The newspaper provides extensive coverage of news, especially business and finance. It operates on a subscriptio ...
''. 26 March 2011.
{{Authority control
Psychological effects
Virtual avatars