Abstract

This study investigates the Proteus effect from the first-person perspective and during avatar embodiment in actual exercise. In addition to the immediate measurements of the Proteus effect, prolonged effects such as next-day perception and exercise-related outcomes are also explored. We theorized the Proteus effect as altered perceived self-concept and explored the association between virtual reality (VR) avatar manipulation and self-concept in the exercise context. While existing studies have mainly investigated the Proteus effect in a non-VR environment or after VR embodiment, we aim to contribute to the literature by addressing this concern to explore how the Proteus effect works in actual VR exercise. Through a 2 (avatar body shape: with a six pack vs. normal) × 2 (sex: male vs. female) between-subject experiment, the results partially support the Proteus effect. Regarding actual physical activity, embodying an avatar with a six pack during exercise creates fewer body movements. No significant effect was found for perceived exertion. We also explored the role of sex as a potential moderator in the association of the Proteus effect on exercise outcomes. The Proteus effect was supported by immediate and next-day self-efficacy for core-muscle exercise only among female participants. The between-subject design allowed us to probe how avatar manipulation of muscular body shape with a six pack as opposed to normal body shape influences participants’ self-concept and exercise outcomes, as limited VR studies have employed within-subject comparisons. This also contributes to the literature by providing an upward comparison (e.g., muscular with a six pack vs. normal) as opposed to the previous downward comparison regarding body fitness (e.g., normal vs. obese). The overall results supported the Proteus effect in the context of core-muscle exercise when comparing normal and ideal body shape avatars. However, the Proteus effect as an altered self-concept and its effects on self-efficacy for exercise were supported among females but not males. Whereas the female participants who embodied avatars with a six pack associated themselves more with the muscular concept than other people, the male participants who embodied avatars with a six pack perceived themselves as more normal than others. Theoretical and practical implications are discussed.

Highlights

  • Embodiment in virtual reality (VR), termed the body ownership illusion (BOI) (Slater, 2009), is the illusion by which healthy people perceive an avatar’s virtual body as if it were their own physical body even though they know it cannot be (Maselli and Slater, 2013)

  • Among all 96 participants, 25 males and 23 females were assigned to the muscular avatar with a six pack group, and 20 males and 28 females were assigned to the normal avatar group

  • No other significant effects were found during the follow-along workout session or free practice session, these results did provide some evidence for H1; players with a normal avatar body shape displayed more physical activity than those with a muscular body shape with a six pack

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Summary

Introduction

Embodiment in virtual reality (VR), termed the body ownership illusion (BOI) (Slater, 2009), is the illusion by which healthy people perceive an avatar’s virtual body as if it were their own physical body even though they know it cannot be (Maselli and Slater, 2013). In which audiences view the avatar from the third-person view or through the computer screen, embodiment in VR allows one to perceive the virtual body as his/her own. Several empirical examinations of virtual body illusions have indicated that one demonstrates attitudes or behaviors that are consistent with the traits of virtual avatars during and after virtual avatar embodiment, termed the Proteus effect (Yee and Bailenson, 2007; Yee et al, 2009). Not every relevant study adopts the term Proteus effect, research on the effects of embodiment has examined the basic concept: how do users behave and what is their attitude after embodying a virtual avatar with assigned traits?. A 40-year-old woman who embodied the virtual body of a 4-year-old girl later overestimated object size (Banakou et al, 2013), supporting the Proteus effect. Users who embody a coral (Ahn et al, 2016) experiencing ocean acidification perceive themselves to be closer to nature and are more motivated to pay attention to environmental issues

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