I was going through articles deciding what to review in light of recent developments. I came acorss Jesse Fox (Ohio State University) and colleagues’ article in Computers in Human Behavior that relates well with the Oculus Rift. I’ve seen some youtube videos of people’s experiences with the oculus rift, including an execution with a virtual guillotine. Jesse Fox (whom I co-authored on an upcoming article in the same journal) and colleagues examined the effects of sexual self-objectification within the virtual reality setting, not dissimilar from using the Oculus rift. At present course of gaming development practices towards gender depiction, this is what we could expect in the near future.
Research has indicated that many video games and virtual worlds are populated by unrealistic, hyper-sexualized representations of women, but the effects of embodying these representations remains understudied. The Proteus effect proposed by Yee and Bailenson (2007) suggests that embodiment may lead to shifts in self-perception both online and offline based on the avatar’s features or behaviors. A 2 X 2 experiment, the first of its kind, examined how self-perception and attitudes changed after women (N = 86) entered a fully immersive virtual environment and embodied sexualized or nonsexualized avatars which featured either the participant’s face or the face of an unknown other. Findings supported the Proteus effect. Participants who wore sexualized avatars internalized the avatar’s appearance and self-objectified, reporting more body-related thoughts than those wearing nonsexualized avatars. Participants who saw their own faces, particularly on sexualized avatars, expressed more rape myth acceptance than those in other conditions. Implications for both online and offline consequences of using sexualized avatars are discussed.
Jesse and I have already planned follow-up surveys and hopefully get enough data before I review my own work for the first time. Continue reading