You are on page 1of 4

Psychological Science http://pss.sagepub.

com/

Know Thy Avatar: The Unintended Effect of Virtual-Self Representation on Behavior


Gunwoo Yoon and Patrick T. Vargas
Psychological Science published online 5 February 2014
DOI: 10.1177/0956797613519271

The online version of this article can be found at:


http://pss.sagepub.com/content/early/2014/02/05/0956797613519271

Published by:

http://www.sagepublications.com

On behalf of:

Association for Psychological Science

Additional services and information for Psychological Science can be found at:

Email Alerts: http://pss.sagepub.com/cgi/alerts

Subscriptions: http://pss.sagepub.com/subscriptions

Reprints: http://www.sagepub.com/journalsReprints.nav

Permissions: http://www.sagepub.com/journalsPermissions.nav

>> OnlineFirst Version of Record - Feb 5, 2014

What is This?

Downloaded from pss.sagepub.com by Anna Mikulak on February 6, 2014


519271
research-article2014
PSSXXX10.1177/0956797613519271Yoon, VargasKnow Thy Avatar

Psychological Science OnlineFirst, published on February 5, 2014 as doi:10.1177/0956797613519271

Short Report

Psychological Science

Know Thy Avatar: The Unintended Effect of 1–3


© The Author(s) 2014
Reprints and permissions:
Virtual-Self Representation on Behavior sagepub.com/journalsPermissions.nav
DOI: 10.1177/0956797613519271
pss.sagepub.com

Gunwoo Yoon1 and Patrick T. Vargas2


1
Institute of Communications Research, College of Media, and 2Charles H. Sandage Department
of Advertising, College of Media, University of Illinois at Urbana-Champaign

Received 10/26/13; Revision accepted 12/11/13

Virtual environments enable people to experience extra- to 7, very much. Then they were told that the first study
ordinary identities or circumstances. People can take on was over.
superhero or super-villain roles using digital avatars in Participants were then informed that a blind taste test
virtual space. By acting as these avatars, individuals may of food additives would take place and were asked to sign
learn new behaviors and model their own, real-life another consent form.1 We manipulated good and bad
behaviors after them (Bandura, 1977; Bem, 1972). The action by asking participants to first taste and then give
virtual environment is, thus, a vehicle for observation, either chocolate or chili sauce, respectively (Fischer,
imitation, and modeling; players’ avatars may fuel these Kastenmüller, & Greitemeyer, 2010), to a (fictional) future
processes. participant. Participants were instructed to pour an
Recent empirical research confirms that the behavior unspecified amount of food into a plastic dish (“to allow
of players’ avatars can affect players’ self-concepts, cogni- the experimenter to be blind to experimental conditions”)
tions, and feelings (Gentile et al., 2009; Greitemeyer & and were told that the future participant would consume
Osswald, 2010). Thus, concepts related to avatar behav- all of the food provided. The total amount poured was
iors in general (e.g., fighting against evil) or to particular measured in grams. As a manipulation check, we asked
avatars (e.g., Superman) may affect subsequent behavior participants to rate the valence of giving chili sauce or
(e.g., good deeds). Identification with an avatar is corre- chocolate to a subsequent participant on scales ranging
lated with avatar-consistent behavior in the real world from 1, bad, to 7, good; 1, unpleasant, to 7, pleasant; and
(Rosenberg, Baughman, & Bailenson, 2013). In the exper- 1, unfavorable, to 7, favorable (Cronbach’s = .97).
iments reported here, we investigated whether certain Participants’ identification with their avatars did not
types of avatars and avatars’ behaviors could promote differ significantly among conditions, F(2, 191) = 1.83,
pro- or antisocial actions in everyday behavior. p = .16, p2 = .02 (hero: M = 3.90, SD = 1.30; villain: M =
3.54, SD = 1.19; circle: M = 3.88, SD = 1.38). The bad
action (giving chili sauce; M = 1.82, SD = 0.70) was rated
Experiment 1 more negatively than the good action (giving chocolate;
One hundred ninety-four undergraduates participated in M = 5.33, SD = 0.89), t(192) = 30.42, p < .001, d = 4.40.
the experiment (95 males, 99 females; mean age = 20.34 More important, a 3 (avatar: heroic vs. villainous vs.
years, SD = 2.10). Participants were told that they were neutral) × 2 (behavior: good vs. bad) analysis of variance
involved in two separate studies: a test of game usability (ANOVA) revealed the predicted interaction effect, F(2,
and a blind tasting test. After signing a consent form, par- 188) = 35.91, p < .001, p2 = .28, but no main effects, Fs <
ticipants were randomly assigned to heroic (Superman), .37, ps > .16. Participants who played the heroic avatar
villainous (Voldemort), and neutral geometric-shaped (cir- gave more chocolate than those who played the villain-
cle) avatars. They then played a game for 5 min in which ous or neutral avatars (see Fig. 1a). Conversely, partici-
they battled enemies as their avatar (see the Supplemental pants who played villains poured more chili sauce than
Material available online for further descriptions of the
stimuli and the game). Participants’ identification with their
Corresponding Author:
avatars was measured using four items (e.g., “While you
Gunwoo Yoon, Institute of Communications Research, College of
were playing the game, how much did you identify with Media, University of Illinois at Urbana-Champaign, 810 South Wright
your avatar?”; Cronbach’s = .75), each of which they St., Urbana, IL 61801
responded to on a 7-point scale ranging from 1, not at all, E-mail: gyoon3@illinois.edu

Downloaded from pss.sagepub.com by Anna Mikulak on February 6, 2014


2 Yoon, Vargas

a b
Chocolate Chili Sauce Heroic Avatar Villainous Avatar
20 16

Chili Sauce Allocated (g)


16
Amount Allocated (g)

12
12
8
8
4
4

0 0
Heroic Avatar Neutral Avatar Villainous Avatar Player Observer
Virtual-Self Representation Role
Fig. 1. Results from Experiment 1 (a) and Experiment 2 (b). The graph in (a) shows the mean amount of chocolate and chili sauce given by
participants as a function of the avatar they used. The graph in (b) shows the mean amount of chili sauce given as a function of participants’
role and the avatar they used. Error bars show standard errors of the mean.

did participants who played heroes and neutral avatars than heroes (see the Supplemental Material for further
(see the Supplemental Material for further details). details). There was a significant interaction effect,
F(1, 121) = 24.17, p < .001, p2 = .17. Indeed, partici-
pants who played heroes served significantly less chili
Experiment 2 sauce than participants who observed heroes, and par-
The design of Experiment 2 was the same as that of ticipants who played villains served more chili sauce
Experiment 1, except that there was an additional set of than participants who observed villains (Fig. 1b; see
conditions to test whether our role-taking manipulation the Supplemental Material for further details). As in
(i.e., playing as a superhero or villain) generated stronger Experiment 1, “being” an avatar caused participants to
real-world outcomes than common behavioral-priming behave in ways that conformed to their avatars, which
(e.g., Dijksterhuis et al., 1998) and perspective-taking caused stronger effects on subsequent behavior than
(e.g., Galinsky, Wang, & Ku, 2008) manipulations, both of did priming or perspective taking.
which lead people to behave in ways consistent with the
target. In order to simplify the experiment, we dropped
Discussion
the neutral-avatar condition and focused on how much
chili sauce players allotted. Thus, we tested whether This research not only demonstrates that acting as a hero
game players (who “were” the heroic or villainous avatar) or villain causes people to perform coincident behaviors,
would show stronger behavioral effects than observers but also highlights that role taking facilitates behavior
(who “were primed with” or “took the perspective of” the consistent with the actions of a target above and beyond
heroic or villainous avatar). Observers were asked to put the behavior facilitated by priming (Nelson & Norton,
themselves in a heroic or villainous avatar’s “shoes” and 2005). A 5-min gaming experience with certain avatars
to watch a game demonstration for 5 min. All other pro- is enough to reverse a potential pattern of behavior.
cedures and measures were identical to those used in One likely explanation is that immersion (Weinstein,
Experiment 1. Przybylski, & Ryan, 2009) or arousal (Berger, 2011)
One hundred twenty-five undergraduates partici- derived from the gaming experience imbues people with
pated in the experiment (44 males, 81 females; mean agency. In Experiment 2, the perspective-taking manipu-
age = 19.42 years, SD = 1.37). A 2 (avatar: heroic vs. lation was almost certainly less arousing than active game
villainous) × 2 (role: player vs. observer) ANOVA on the play; perhaps arousal mediates the effect of avatars on
amount of chili sauce served yielded a significant main behavior (e.g., arousal facilitates action).2
effect of avatar, F(1, 121) = 48.35, p < .001, p2 = .29, and Human social responses can be altered by how virtual-
no effect of role, F(1, 121) < 1, p = .57. As predicted, self representations are implemented, and those can play
villains administered a greater amount of hot chili sauce a role in shaping the way people interact with others. In

Downloaded from pss.sagepub.com by Anna Mikulak on February 6, 2014


Know Thy Avatar 3

everyday gaming, players choose their own avatars, but References


creating games with more heroic avatars could encour- Bandura, A. (1977). Social learning theory. Englewood Cliffs,
age more prosocial behavior. By exploring the important NJ: Prentice Hall.
outcome of virtual experiences, this study broadens the Bem, D. J. (1972). Self-perception theory. In L. Berkowitz (Ed.),
potential of unintended influence of self-representation Advances in experimental social psychology (pp. 1–62).
derived from role taking on human behavior. New York, NY: Academic Press.
Berger, J. (2011). Arousal increases social transmission of infor-
Author Contributions mation. Psychological Science, 22, 891–893.
Dijksterhuis, A., Spears, R., Postmes, T., Stapel, D., Koomen,
G. Yoon developed the study concept. G. Yoon and P. T. W., van Knippenberg, A., & Scheepers, D. (1998). Seeing
Vargas equally contributed to the study design. Data collection one thing and doing another: Contrast effects in automatic
and statistical analyses were performed by G. Yoon and P. T. behavior. Journal of Personality and Social Psychology, 75,
Vargas. G. Yoon analyzed and interpreted the data under the 862–871.
supervision of P. T. Vargas. G. Yoon drafted the manuscript, Fischer, P., Kastenmüller, A., & Greitemeyer, T. (2010). Media
and P. T. Vargas provided critical revisions. All authors approved violence and the self: The impact of personalized gaming
the final version of the manuscript for submission. characters in aggressive video games on aggressive behav-
ior. Journal of Experimental Social Psychology, 46, 192–195.
Acknowledgments Galinsky, A. D., Wang, C. S., & Ku, G. (2008). Perspective-
The authors thank Jesse Preston and members of the Psychology takers behave more stereotypically. Journal of Personality
of Religion, Agency, and Morality Laboratory for their useful and Social Psychology, 95, 404–419.
comments. Gentile, D. A., Anderson, C. A., Yukawa, S., Ihori, N., Saleem,
M., Ming, L. K., . . . Sakamoto, A. (2009). The effects of pro-
Declaration of Conflicting Interests social video games on prosocial behaviors: International
evidence from correlational, longitudinal, and experimen-
The authors declared that they had no conflicts of interest with tal studies. Personality and Social Psychology Bulletin, 35,
respect to their authorship or the publication of this article. 752–763.
Greitemeyer, T., & Osswald, S. (2010). Effects of prosocial
Supplemental Material video games on prosocial behavior. Journal of Personality
Additional supporting information may be found at http://pss and Social Psychology, 98, 211–221.
.sagepub.com/content/by/supplemental-data Nelson, L. D., & Norton, M. I. (2005). From student to super-
hero: Situational primes shape future helping. Journal of
Experimental Social Psychology, 41, 423–430.
Notes
Rosenberg, R. S., Baughman, S. L., & Bailenson, J. N. (2013).
1. We handed out different consent forms to make the idea of Virtual superheroes: Using superpowers in virtual real-
“two separate studies” more believable. No participants noticed ity to encourage prosocial behavior. PLoS ONE, 8(1),
a connection between the two consecutive studies. e55003. Retrieved from http://www.plosone.org/article/
2. We tested mediation effects linking role taking to behavior info:doi/10.1371/journal.pone.0055003
through avatar identification. Results from bootstrap analyses Weinstein, N., Przybylski, A. K., & Ryan, R. M. (2009). Can
did not support this avatar-identification account. In addition, nature make us more caring? Effects of immersion in nature
there were no significant correlations between avatar identifica- on intrinsic aspirations and generosity. Personality and
tion and behavior. Social Psychology Bulletin, 35, 1315–1329.

Downloaded from pss.sagepub.com by Anna Mikulak on February 6, 2014

You might also like