The Association of In-World Avatar Investment with Expectations of Behavioral Change

Abstract

We explore whether watching the behavior of an avatar created by a user can affect that users' behaviors in the actual world. This research aims to determine if we can achieve results similar to those obtained from an experiment design detailed in Study 3 of "Virtual Self-Modeling: The Effects of Vicarious Reinforcement and Identification on Exercise Behaviors" (Fox and Bailenson, 2009), but using avatars created by observers rather than experimenter-provided ones enhanced with a photographic likeness. Fox and Bailenson theorized that the behavioral change elicited stems from modeling the behavior of physically similar people as supported by social cognitive theory. In this study, we focused more on investigating whether people's own avatar's behavior would elicit behavioral change based on social-perception theory. Therefore, users observed their own avatars that were doing exercise or not regardless of any physical similarity between the avatars and their owners. The preliminary results showed there was a strong trend for users to engage in physical activities more when they watched their own avatars exercise, compared to observing their own avatars that did not exercise. The results also demonstrated that users with higher body mass index (BMI) engaged in physical activities more when they watched their own avatars with exercise behavior, compared to users with lower BMI. This study seeks to clarify whether or not the notions of psychological reflexivity and avatar ownership/investment are possible factors influencing avatar owners' behavioral outcomes.

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Document Details

Document Type
Technical Report
Publication Date
Jan 01, 2013
Accession Number
AD1171518

Entities

People

  • Eric Chance
  • Jacquelyn F. Morie
  • Sin-hwa Kang

Organizations

  • University of Southern California

Tags

Communities of Interest

  • Biomedical

DTIC Thesaurus Topics

  • Analysis Of Variance
  • Attachment
  • Computational Science
  • Data Analysis
  • Data Mining
  • Data Science
  • Demography
  • Experimental Design
  • Health
  • Health Care
  • Human Behavior
  • Information Science
  • Investments
  • Perception
  • Personality
  • Physical Activity
  • Psychology
  • Social Psychology
  • Surveys
  • Virtual Reality

Fields of Study

  • Psychology

Readers

  • Agent-Based Social Robotics and Mobile-Assisted Learning in Virtual Environments.
  • Exercise and Sports Science.