Monday 16 December 2013

The embodiment of sexualized virtual selves: The Proteus effect and experiences of self-objectification via avatars

Jesse Fox, Jeremy N. Bailenson, Liz Tricase



"Also, rather than merely observing characters, users may embody characters in virtual worlds and experience the virtual body as their own, which has been shown to have stronger effects than passively watching them (Ahn, Le, & Bailenson, in press; Yee & Bailenson, 2009). Because of the enhanced realism, the opportunities for interactivity, and the experience of embodiment, it is possible that these representations will have powerful effects on users’ beliefs, attitudes, and behaviors offline." (Fox et. al, 2013)

"This study supported the Proteus effect and demonstrated that there are psychological consequences associated with embodying sexualised avatars. The findings here added new insights on the effects of exposure to sexualised representations in new media and what happens when images of the self are incorporated. Women who were embodied in sexualised avatars that resembled the self demonstrated greater rape myth acceptance than women who were embodied in other avatars. Women in sexualised avatars reported more body related thoughts than women in nonsexualised avatars, indicating that sexualised avatars may promote self objectifcation. It appears that users of sexualised avatars may be at risk for developing negative attitudes towards women and the self outside of the virtual environment." (Fox et. al, 2013)

"Why did seeing oneself sexualised yield negative attitudes toward rape victims? Possibly, the sexualised self might have triggered a form of self defense; that is, participants might have attributed blame to rape victims because they did not want to imagine themselves in a similar situation. Lonsway and Fitzgerald (1994) argued that women might perpetuate rape myths to justify why victims were raped and thus "reaffirm an individual's false sense if security that they are somehow immune to rape" (p.137). Another possibility is that seeing the suggestively dressed self might have triggered memories of being told by a parent or authority figure that dressing in such a manner was "asking for it," resulting in a sense of blame." (Fox et. al, 2013)

"These findings indicate that that wearing sexualised avatars in virtual environments and video games may lead to a similar experience of self objectification as women wearing revealing clothing in the physical world. " (Fox et. al, 2013) 


Bailenson, J., Fox, J., Tricase, L., 2013.  The embodiment of sexualized virtual selves: The Proteus effect and experiences of self-objectification via avatars, Computers in Human Behaviour [online] Available at:<http://vhil.stanford.edu/pubs/2013/fox-chb-sexualized-virtual-selves.pdf> [Accessed 16 December 2013].


http://vhil.stanford.edu/pubs/2013/fox-chb-sexualized-virtual-selves.pdf


No comments:

Post a Comment