Jesse Fox, Jeremy N. Bailenson, and Liz Tricase have
conducted an interesting study about avatars and the effect that
hypersexualized avatars have on the player. The point of this study was to see
how women’s attitude and self-perception changed after playing as these types
of avatars. The two types of virtual humans are avatars and agents. Avatars are
controlled by the player, and agents are controlled by the computer. This study
focused solely on avatars because the point was to see the player’s attitudes
based on the character they are playing as.
The four types of avatars they chose to look at are
the ones that resemble the player, in both a sexualized and nonsexualized way,
and ones that are don’t resemble the player, in both a sexualized and
nonsexualized way. Players tend to relate closer to avatars that are similar to
them. According to other studies referenced, players can suffer from both short
term and long term effects from exposure to objectifying depictions of women,
such as violence against women or rape myth acceptance, which is when the
victim is falsely blamed in rape cases. A study conducted by Yao, Mahood, and
Linz found that male gamers who play a game as a sexualized female character
indicated a greater likelihood to sexually harass women. Behm-Morawitz and
Mastro found that when female gamers played as sexualized female characters
they started to have the belief that they could not achieve the goal.
The two goals of this study were to find if the
Proteus effect was present when women played as sexualized characters and if
self-resemblance of the avatar moderates the Proteus effect. The Proteus effect
is a theory that states that the behavior of a person changes because of
visuals aspects of their avatar. The experiment was conducted on women between
the ages of 18-41 and of all nationalities and races. The participants were
placed in the virtual world by a head-mounted display where they could see the
virtual world. The participants were randomly assigned one of four types of
avatars: sexualized self, sexualized other, nonsexualized self, and nonsexualized
other.
Here are examples of the avatars. The top two are the sexualized ones and the bottom two are the nonsexualized ones.
Months prior to the experiment, the participants’ pictures were taken
and the developers used these faces to develop avatars that resemble the participant’s
own face. When they were put into the virtual world they were told to turn and
face a mirror in order to see their avatar. They were told to perform a series
of motions so that they could see how their avatar acted. After the experiment,
the participants were given a questionnaire. They were asked on a scale from
one to five, how sexy the avatar they saw in the mirror was and how closely the
avatar’s face represented their own face.
After the questionnaires were completed and reviewed,
they found that the sexualized characters were the ones the participants said
were sexy and the characters with similar faces to the participants are the
ones they said resembled themselves. The study did end up supporting the
Proteus effect and that there are effects present in sexualized avatars. Women
who controlled sexualized avatars that resembled their face demonstrated
greater rape myth acceptance. Women who controlled sexualized avatars had more
thoughts about body-image than the women who controlled nonsexualized avatars.
This shows the idea that sexualized characters promotes self-objectifiction.
The question that arises is why women who’ve played as a sexualized character,
have negative attitudes toward rape victims. It could have been self-defense, meaning
that they did not want to imagine themselves in that situation. It also could
have been that seeing themselves triggered thoughts about parents telling them
that it’s their fault since they chose to dress that way. The two issues that I
find with this study is that they should have also asked younger girls to
participate since there are a lot of female gamers that are under the age of
eighteen, and that they should have also given the players a choice after the
experiment to see who they would have chosen to play as. Now I am curious about
if these types of female avatars have any effects on men.
Great topic! Will discuss tomorrow- be ready )
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