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

机译:有性虚拟自我的体现:变形虫的作用和通过化身进行自我客观化的经验

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Research has indicated that many video games and virtual worlds are populated by unrealistic, hypersex-ualized representations of women, but the effects of embodying these representations remains understudied. The Proteus effect proposed by Yee and Bailenson (2007) suggests that embodiment may lead to shifts in self-perception both online and offline based on the avatar's features or behaviors. A 2 × 2 experiment, the first of its kind, examined how self-perception and attitudes changed after women (N = 86) entered a fully immersive virtual environment and embodied sexualized or nonsexualized avatars which featured either the participant's face or the face of an unknown other. Findings supported the Proteus effect. Participants who wore sexualized avatars internalized the avatar's appearance and self-objectified, reporting more body-related thoughts than those wearing nonsexualized avatars. Participants who saw their own faces, particularly on sexualized avatars, expressed more rape myth acceptance than those in other conditions. Implications for both online and offline consequences of using sexualized avatars are discussed.
机译:研究表明,许多视频游戏和虚拟世界中充斥着不现实,过分性别的女性形象,但体现这些形象的效果仍未得到充分研究。 Yee和Bailenson(2007)提出的Proteus效应表明,根据化身的特征或行为,实施方式可能会导致在线和离线自我感知发生变化。首次进行的2×2实验研究了女性(N = 86)进入完全身临其境的虚拟环境并体现出性化或非性化身后(参与者或女性的面部或面部)特征后自我知觉和态度如何变化。其他未知。研究结果支持变形杆菌效应。佩戴有化身的化身的参与者将化身的外观内在化,并具有自我客观性,与不穿性化身的化身相比,他们报告的与身体有关的想法更多。看到自己的脸,特别是在性化身上的参与者,比在其他条件下的参与者表现出更多的强奸神话接受。讨论了使用性化身对在线和离线后果的影响。

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