Cited by 2,126Virtual Reality Applications and ImpactsSocial Robot Interaction and HRIDigital Games and Media

The Proteus Effect: The Effect of Transformed Self-Representation on Behavior

Yee, Nick, Bailenson, Jeremy·2007·Human Communication Research

Abstract

Virtual environments, such as online games and web-based chat rooms, increasingly allow us to alter our digital self-representations dramatically and easily. But as we change our self-representations, do our self-representations change our behavior in turn? In 2 experimental studies, we explore the hypothesis that an individual’s behavior conforms to their digital self-representation independent of how others perceive them—a process we term the Proteus Effect. In the first study, participants assigned to more attractive avatars in immersive virtual environments were more intimate with confederates in a self-disclosure and interpersonal distance task than participants assigned to less attractive avatars. In our second study, participants assigned taller avatars behaved more confidently in a negotiation task than participants assigned shorter avatars. We discuss the implications of the Proteus Effect with regards to social interactions in online environments.

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Crossref · 10.1111/j.1468-2958.2007.00299.x

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  • Users often experience the Proteus Effect, where their behaviour changes to align with the characteristics of their avatar.

    “Studies show that users often experience a phenomenon called the Proteus Effect (Yee & Bailenson, 2007), where their behaviour changes to align with the characteristics of their avatar.”
  • The Proteus Effect can create a greater degree of dissociation in VR.

    “This can be further understood through the impact of the Proteus Effect (Yee & Bailenson, 2007), whereby individuals adopt the characteristics of their avatars, and their self-perception and actions change to reflect the persona of the avatar, creating a greater degree of dissociation.”

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References 55 · Cited by 2,126

Authors
Yee, N., & Bailenson, J.
Affiliations
Stanford University (US)
Corresponding author
Yee, Nick
Venue
Human Communication Research
Published
2007-07
Volume
33
Issue
3
Pages
271-290
ISSN
  • 0360-3989 (ISSN-L)
  • 1468-2958
OpenAlex
W2160144355
Cited by
2,126
References
55
Citations by year
2026: 227 · 2025: 241 · 2024: 202 · 2023: 168 · 2022: 157 · 2021: 153 · 2020: 102 · 2019: 102 · 2018: 90 · 2017: 100 · 2016: 99 · 2015: 78 · 2014: 73 · 2013: 77 · 2012: 75
FWCI
72.66
Type
journal article
Language
en
Open access
closed
Locations
Human Communication Research (publishedVersion)
Topics
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
  • Social Sciences › Psychology › Social Psychology › Social Robot Interaction and HRI
  • Social Sciences › Sociology and Political Science › Digital Games and Media
Keywords
Proteus effect, self-representation, avatars, self-disclosure, interpersonal distance, negotiation behavior, self-confidence, online social interaction, virtual worlds, embodiment

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