This dissertation builds upon previous studies showing how a person's behavior in virtual environments is altered by the characteristics of the digital avatar they control, an effect coined as the Proteus Effect by Yee and Bailenson (2007). The goal of the dissertation is to extend this research by evaluating the Proteus Effect in a naturally occurring context, rather than a controlled laboratory setting. The community chosen for this study is one which has formed around the game Dota 2, a popular game in the multiplayer online battle arena genre. Whereas the majority of Proteus Effect research to date has focused on the effects of an avatar's aesthetic appearance on player behavior, the retention of local context in the present study al...
We investigate how the Proteus effect, which is players changing their way of communication based on...
Customization of an in-game character, or avatar, is a core feature in modern video games and has ...
When immersive virtual reality users employ digital self-representations, i.e., avatars, they may be...
Virtual environments allow individuals to dramatically alter their self-representation. More importa...
Virtual environments allow individuals to dramatically alter their self-representation. More importa...
Gamers represent themselves in online gaming worlds through their avatars. The term “Proteus Effect”...
Gamers represent themselves in online gaming worlds through their avatars. The term “Proteus Effect”...
Online gaming is part of contemporary life, with a range of influences on gamer's behaviour. The con...
Gamers represent themselves in online gaming worlds through their avatars. The term “Proteus Effect”...
Several experimental studies in recent years have shown an effect of the appearance of embodied avat...
The trend for online interactions, can be regarded as being ‘anti-so-cially social’, meaning that a ...
Race and racial identity is a frequently discussed topic in the media today. This topic is driven by...
Exercise-based video games, or exergames, provide a promising and novel way to increase physical act...
We investigate how the Proteus effect, which is players changing their way of communication based on...
The Proteus effect describes the phenomenon that Immersive Virtual Reality users derive identity cue...
We investigate how the Proteus effect, which is players changing their way of communication based on...
Customization of an in-game character, or avatar, is a core feature in modern video games and has ...
When immersive virtual reality users employ digital self-representations, i.e., avatars, they may be...
Virtual environments allow individuals to dramatically alter their self-representation. More importa...
Virtual environments allow individuals to dramatically alter their self-representation. More importa...
Gamers represent themselves in online gaming worlds through their avatars. The term “Proteus Effect”...
Gamers represent themselves in online gaming worlds through their avatars. The term “Proteus Effect”...
Online gaming is part of contemporary life, with a range of influences on gamer's behaviour. The con...
Gamers represent themselves in online gaming worlds through their avatars. The term “Proteus Effect”...
Several experimental studies in recent years have shown an effect of the appearance of embodied avat...
The trend for online interactions, can be regarded as being ‘anti-so-cially social’, meaning that a ...
Race and racial identity is a frequently discussed topic in the media today. This topic is driven by...
Exercise-based video games, or exergames, provide a promising and novel way to increase physical act...
We investigate how the Proteus effect, which is players changing their way of communication based on...
The Proteus effect describes the phenomenon that Immersive Virtual Reality users derive identity cue...
We investigate how the Proteus effect, which is players changing their way of communication based on...
Customization of an in-game character, or avatar, is a core feature in modern video games and has ...
When immersive virtual reality users employ digital self-representations, i.e., avatars, they may be...