Professional Documents
Culture Documents
com/
Published by:
http://www.sagepublications.com
On behalf of:
Additional services and information for Psychological Science can be found at:
Subscriptions: http://pss.sagepub.com/subscriptions
Reprints: http://www.sagepub.com/journalsReprints.nav
Permissions: http://www.sagepub.com/journalsPermissions.nav
What is This?
Short Report
Psychological Science
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
a b
Chocolate Chili Sauce Heroic Avatar Villainous Avatar
20 16
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