| Literature DB >> 34690859 |
Jih-Hsuan Tammy Lin1,2, Dai-Yun Wu3, Ji-Wei Yang1.
Abstract
This study investigates the Proteus effect from the first-person perspective and during avatar embodiment in actual exercise. In addition to the immediate measurements of the Proteus effect, prolonged effects such as next-day perception and exercise-related outcomes are also explored. We theorized the Proteus effect as altered perceived self-concept and explored the association between virtual reality (VR) avatar manipulation and self-concept in the exercise context. While existing studies have mainly investigated the Proteus effect in a non-VR environment or after VR embodiment, we aim to contribute to the literature by addressing this concern to explore how the Proteus effect works in actual VR exercise. Through a 2 (avatar body shape: with a six pack vs. normal) × 2 (sex: male vs. female) between-subject experiment, the results partially support the Proteus effect. Regarding actual physical activity, embodying an avatar with a six pack during exercise creates fewer body movements. No significant effect was found for perceived exertion. We also explored the role of sex as a potential moderator in the association of the Proteus effect on exercise outcomes. The Proteus effect was supported by immediate and next-day self-efficacy for core-muscle exercise only among female participants. The between-subject design allowed us to probe how avatar manipulation of muscular body shape with a six pack as opposed to normal body shape influences participants' self-concept and exercise outcomes, as limited VR studies have employed within-subject comparisons. This also contributes to the literature by providing an upward comparison (e.g., muscular with a six pack vs. normal) as opposed to the previous downward comparison regarding body fitness (e.g., normal vs. obese). The overall results supported the Proteus effect in the context of core-muscle exercise when comparing normal and ideal body shape avatars. However, the Proteus effect as an altered self-concept and its effects on self-efficacy for exercise were supported among females but not males. Whereas the female participants who embodied avatars with a six pack associated themselves more with the muscular concept than other people, the male participants who embodied avatars with a six pack perceived themselves as more normal than others. Theoretical and practical implications are discussed.Entities:
Keywords: Proteus effect; avatar body shape; female and male; physical activity; self-concept; self-efficacy; virtual reality; virtual reality exercise
Year: 2021 PMID: 34690859 PMCID: PMC8531811 DOI: 10.3389/fpsyg.2021.693543
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
FIGURE 1Avatars. (A) The female and male avatars with muscular-shaped bodies. (B) The female and male avatars with normal-shaped bodies. (The upper row shows the short avatars for the participants who were shorter, and the lower row shows the tall avatars for the participants who were taller).
FIGURE 2The environment of the virtual gym. The participants could see their virtual body from a first-person perspective and in the mirror.
FIGURE 3Experimental setup. (A) HTC VIVE head-mounted display (HMD). (B) Microsoft Xbox One Kinect Sensor for actual body movements tracking. (C) ActiGraph GT3X accelerometer for recording physical activity.
FIGURE 4The standing core workouts in the video.
The words used for the Implicit Association Test (IAT).
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The test was conducted in Chinese, so we listed the original Chinese words used in the test and tried to translate them into English words with similar meanings.
FIGURE 5Adjusted mean score of immediate self-efficacy for core workouts.
FIGURE 6Adjusted mean score of next-day self-efficacy for core workouts.
FIGURE 7Interaction between avatar body shape and sex of participants in predicting participants’ self-concept after the VR experience.