Abstract
Virtual environments allow individuals to dramatically alter their self-representation. More important, studies have shown that people infer their expected behaviors and attitudes from observing their avatar's appearance, a phenomenon known as the Proteus effect. For example, users given taller avatars negotiated more aggressively than users given shorter avatars. Two studies are reported here that extend our understanding of this effect. The first study extends the work beyond laboratory settings to an actual online community. It was found that both the height and attractiveness of an avatar in an online game were significant predictors of the player's performance. In the second study, it was found that the…
Citation impact
768
total citations
- FWCI
- 27.35
- Percentile
- 100%
- References
- 74
Citations per year
Authors
3Topics & keywords
Topics
Keywords
- Avatar
- Attractiveness
- Psychology
- Social psychology
- Face-to-face
- Virtual machine
- Face (sociological concept)
- Human–computer interaction
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