心理科学
心理科學
심이과학
Psychological Science
2014年
1期
232~239
,共null页
虚拟世界普罗透斯效应化身
虛擬世界普囉透斯效應化身
허의세계보라투사효응화신
virtual world, Proteus Effect, avatar
随着虚拟世界的迅速发展,特别是虚拟现实环境与现实生活的日趋融合,虚拟现实环境对用户的影响引起了研究者的重视。在基于自我呈现的线上互动中,化身特点会有意或无意地影响到用户的知觉、态度和行为,即普罗透斯效应(ProteusEffect)。近年来,有研究者围绕着普罗透斯效应进行了一系列研究,对这一效应的概念、潜在发生机制、影响因素以及对用户个体和群体水平的影响等方面进行了一些探讨,并取得一定进展,这为国内学者开展虚拟世界中心理现象的探究提供了新的切人点。在未来研究中,普罗透斯效应的研究方法和范式仍需拓展,研究样本仍需丰富,本土化研究、跨文化研究以及应用研究也有待逐步展开。
隨著虛擬世界的迅速髮展,特彆是虛擬現實環境與現實生活的日趨融閤,虛擬現實環境對用戶的影響引起瞭研究者的重視。在基于自我呈現的線上互動中,化身特點會有意或無意地影響到用戶的知覺、態度和行為,即普囉透斯效應(ProteusEffect)。近年來,有研究者圍繞著普囉透斯效應進行瞭一繫列研究,對這一效應的概唸、潛在髮生機製、影響因素以及對用戶箇體和群體水平的影響等方麵進行瞭一些探討,併取得一定進展,這為國內學者開展虛擬世界中心理現象的探究提供瞭新的切人點。在未來研究中,普囉透斯效應的研究方法和範式仍需拓展,研究樣本仍需豐富,本土化研究、跨文化研究以及應用研究也有待逐步展開。
수착허의세계적신속발전,특별시허의현실배경여현실생활적일추융합,허의현실배경대용호적영향인기료연구자적중시。재기우자아정현적선상호동중,화신특점회유의혹무의지영향도용호적지각、태도화행위,즉보라투사효응(ProteusEffect)。근년래,유연구자위요착보라투사효응진행료일계렬연구,대저일효응적개념、잠재발생궤제、영향인소이급대용호개체화군체수평적영향등방면진행료일사탐토,병취득일정진전,저위국내학자개전허의세계중심리현상적탐구제공료신적절인점。재미래연구중,보라투사효응적연구방법화범식잉수탁전,연구양본잉수봉부,본토화연구、과문화연구이급응용연구야유대축보전개。
With the rapid development of virtual world, especially the ongoing integration between virtual reality and daily life, the im pacts of virtual environment on users'real life have gained great attention by current researchers. Users usually participate in online so cial interaction via virtual avatars, which were defined as " a perceptible digital representation whose behaviors reflect those executed, typically in real time, by a specific human being". Avatars, as one kind of self presentation in virtual environment, could affect users "perceptions, attitudes, and behaviors consciously or unconsciously via avatar based online social interaction, which is known as the Proteus effect. In recent years, researchers have conducted a series of studies on the Proteus effect. Existing researches on the Proteus effect were mainly focused on the following four topics. At first, researchers clarified the concept of Proteus effect by distinguishing the Proteus effect from behavioral confirmation and role playing. It is important to note that the source of behavioral change from the effects of behavioral confirmation stem from the perceiver rather than the target. It is the perceiver behav ior that in turn causes a change in the target behavior. Role playing means that asking people to enact artificial personas can lead to predictable changes in both attitudes and behaviors. However, the Proteus effect was focused more precisely on the psychological processes that might allow an avatar appearance to influence the user behavior. Secondly, researchers have summarized the influential factors of the Proteus effect, including avatar valence and clue types, levels of individuation, and gender. Thirdly, researchers system atically discussed the effects of the Proteus effect on users at both the individual and the group level, studies indicated that the Proteus effect not only impacts the users'information processing and attitude, but also influences their online behaviors, especially for aggressive and social behaviors. Finally, the potential occurrence mechanisms of the Proteus effect were explored based on the self perception theory, Deindividuation Theory and the automaticity model. The self perception theory suggested that people infer their own attitudes and beliefs from observing themselves as if from a third party. The opinions based the theory argued that people observed their avatars" appearance to understand what attitudes might have caused them. The impact of identity cues was particularly strong when people are deindividuated. Deindividuation increased an individual conformity to their social identity rather than individual identity, which was re ferred to as the Social Identity Mode] of Deindividuation Effects. In this sense, this final step of the deindividuation process is highly similar to the self perception theory. The automaticity model proposed that the perception of associations and stereotypes increases the readiness of cognitive and behavioral responses with varying degrees of awareness, intention, efficiency, and personal control. In parti cular, the perception of situational and stereotypical features primes expectancies for what will happen, subjective evaluations of what is happening, emotional reactions one has had in related situations, and other cognitive, affective, and behavioral patterns. In summary, the previous researches provided a starting point for exploring the psychological phenomena inside the virtual world. Future researches could focus on developing new research methods and paradigms, broadening research samples, and generalizing the current researches to cross cultural settings.