虚拟化身对个体亲社会行为的影响——论虚拟环境与现实环境的交互
The Impact of Virtual Avatars on Individual Prosocial Behavior—On the Interaction between Virtual Environment and Real Environment
摘要: 虚拟化身是个体在虚拟环境中的自我呈现,化身形象是与特定刻板印象相联系的虚拟化身的外在表象。近年来,随着互联网技术的发展,网络视频游戏逐渐兴起,深受广大网民的喜爱。在游戏中,玩家可以操纵化身进行游戏,并可以与其他玩家的化身形象进行社会性互动,因此游戏化身的特征可能会对玩家产生影响,进而导致玩家现实生活中的行为改变。自动化模型、社会学习理论、化身认同理论以及普罗透斯效应可以用来解释虚拟化身对个体行为的影响。未来的研究应关注虚拟化身对个体其他方面行为的影响、化身类型和化身认同程度对亲社会行为的影响、虚拟化身影响亲社会行为的中介和调节因素、虚拟化身影响亲社会行为的内在机制等方向。
Abstract: A virtual avatar is an individual’s self presentation in a virtual environment, and the avatar image is the external representation of a virtual avatar that is associated with specific stereotypes. In recent years, with the development of internet technology, online video games have gradually emerged and are deeply loved by netizens. In the game, players can manipulate their avatars and engage in social interactions with other players’ avatar images. Therefore, the characteristics of game avatars may have an impact on players, leading to changes in their behavior in real life. Automation model, Social cognitive theory, avatar identity theory and Proteus effect can be used to explain the impact of virtual avatars on individual behavior. Future research should focus on the impact of virtual avatars on other aspects of individual behavior, the impact of avatar types and identity levels on prosocial behavior, the mediating and moderating factors of virtual avatars’ influence on prosocial behavior, and the internal mechanisms of virtual avatars’ influence on prosocial behavior.
文章引用:王小霖. 虚拟化身对个体亲社会行为的影响——论虚拟环境与现实环境的交互[J]. 社会科学前沿, 2024, 13(11): 61-66. https://doi.org/10.12677/ass.2024.1311985

参考文献

[1] Yee, N. and Bailenson, J. (2007) The Proteus Effect: The Effect of Transformed Self-Representation on Behavior. Human Communication Research, 33, 271-290. [Google Scholar] [CrossRef
[2] 张燕翔, 凌燕. 元宇宙中虚拟人相关的心理问题探讨[J]. 心理技术与应用, 2023, 11(7): 414-420.
[3] 孙丽君, 刘子奇, 武涵, 雷玉菊. 相对剥夺感对大学生网络游戏成瘾的影响: 基于虚拟化身-玩家关系的视角[J]. 中国临床心理学杂志, 2022, 30(6): 1276-1281.
[4] Shapiro, M.A., Peña-Herborn, J. and Hancock, J.T. (2006) Realism, Imagination and Narrative Video Games. In: Vorderer, P. and Bryant, J., Eds., Playing Video Games: Motives, Responses, and Consequences, Lawrence Erlbaum, 275-289.
[5] 衡书鹏, 周宗奎, 牛更枫, 刘庆奇. 虚拟化身对攻击性的启动效应: 游戏暴力性、玩家性别的影响[J]. 心理学报, 2017, 49(11): 1460-1472.
[6] 任利锋. 虚拟环境中的虚拟人技术研究[D]: [博士学位论文]. 杭州: 浙江大学, 2008.
[7] Peña, J., Hancock, J.T. and Merola, N.A. (2009) The Priming Effects of Avatars in Virtual Settings: The Unintended Effect of Virtual-Self Representation on Behavior. Communication Research, 36, 838-856. [Google Scholar] [CrossRef
[8] Yoon, G. and Vargas, P.T. (2014) Know Thy Avatar. Psychological Science, 25, 1043-1045. [Google Scholar] [CrossRef] [PubMed]
[9] 杨丹. 视频游戏对儿童攻击行为的影响研究[D]: [硕士学位论文]. 南昌: 江西师范大学, 2016.
[10] 赵晨光. 虚拟世界中化身的利他倾向性研究[D]: [硕士学位论文]. 石家庄: 河北师范大学, 2017.
[11] 衡书鹏, 赵换方, 范翠英, 周宗奎. 视频游戏虚拟化身对自我概念的影响[J]. 心理科学进展, 2020, 28(5): 810-823.
[12] 唐蕾. 游戏化身对亲社会性的影响[D]: [硕士学位论文]. 重庆: 西南大学, 2020.
[13] Bargh, J.A. and Chartrand, T.L. (2000) The Mind in the Middle: A Practical Guide to Priming and Automaticity Research. In: Reis, H.T. and Judd, C.M., Eds., Handbook of Research Methods in Social and Personality Psychology, Cambridge University Press, 253-285.
[14] Anderson, C.A., Shibuya, A., Ihori, N., Swing, E.L., Bushman, B.J., Sakamoto, A., et al. (2010) Violent Video Game Effects on Aggression, Empathy, and Prosocial Behavior in Eastern and Western Countries: A Meta-Analytic Review. Psychological Bulletin, 136, 151-173. [Google Scholar] [CrossRef] [PubMed]
[15] Yee, N., Bailenson, J.N. and Ducheneaut, N. (2009) The Proteus Effect: Implications of Transformed Digital Self-Representation on Online and Offline Behavior. Communication Research, 36, 285-312. [Google Scholar] [CrossRef
[16] Lee, E. (2006) When and How Does Depersonalization Increase Conformity to Group Norms in Computer-Mediated Communication? Communication Research, 33, 423-447. [Google Scholar] [CrossRef
[17] Fox, J., Bailenson, J.N. and Tricase, L. (2013) The Embodiment of Sexualized Virtual Selves: The Proteus Effect and Experiences of Self-Objectification via Avatars. Computers in Human Behavior, 29, 930-938. [Google Scholar] [CrossRef
[18] 卞玉龙, 周超, 高峰强. 普罗透斯效应: 虚拟世界研究的新视角[J]. 心理科学, 2014(1): 232-239.
[19] Christoph, K., Dorothée, H. and Peter, V. (2009) The Video Game Experience as “True” Identification: A Theory of Enjoyable Alterations of Players’ Self-Perception. Communication Theory, 19, 351-373. [Google Scholar] [CrossRef
[20] Peng, W., Lee, M. and Heeter, C. (2010) The Effects of a Serious Game on Role-Taking and Willingness to Help. Journal of Communication, 60, 723-742. [Google Scholar] [CrossRef
[21] Glanz, K., Rizzo, A. and Graap, K. (2003) Virtual Reality for Psychotherapy: Current Reality and Future Possibilities. Psychotherapy: Theory, Research, Practice, Training, 40, 55-67. [Google Scholar] [CrossRef