The Proteus Effect: The Effect of Transformed Self-Representation on Behavior
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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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.”
From Virtual Reality Risks for Children in the Metaverse: An Examination through Criminological Perspectives (2026) · cites this paper as Yee & Bailenson, 2007
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.”
From Virtual Reality Risks for Children in the Metaverse: An Examination through Criminological Perspectives (2026) · cites this paper as Yee & Bailenson, 2007
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References 55 · Cited by 2,126
- Authors
- Yee, N., & Bailenson, J.
- Affiliations
- Stanford University (US)
- Corresponding author
- Yee, Nick
- ORCID
- Bailenson, Jeremy
- Venue
- Human Communication Research
- Publisher
- Oxford University Press (OUP)
- 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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