1 00:00:03,040 --> 00:00:05,880 Speaker 1: Welcome to Stuff to Blow Your Mind from how Stuff 2 00:00:05,880 --> 00:00:14,000 Speaker 1: Works dot com. Hey are you welcome to Stuff to 3 00:00:14,000 --> 00:00:16,520 Speaker 1: Blow your Mind? My name is Robert Lamb and I'm 4 00:00:16,600 --> 00:00:19,200 Speaker 1: Joe McCormick. And today we're gonna be touching on a 5 00:00:19,320 --> 00:00:24,239 Speaker 1: topic related to virtual characters. That's right. This was a 6 00:00:24,320 --> 00:00:27,040 Speaker 1: topic that was suggested to us by our listener Peter, 7 00:00:27,560 --> 00:00:30,880 Speaker 1: who is quite involved in virtual reality these days, and 8 00:00:31,120 --> 00:00:33,040 Speaker 1: he said, hey, you guys should do an episode on 9 00:00:33,280 --> 00:00:36,519 Speaker 1: the proteus effect. Now, the proteus effect is something that 10 00:00:36,640 --> 00:00:39,440 Speaker 1: will deal with virtual characters. So we're gonna be touching 11 00:00:39,479 --> 00:00:43,440 Speaker 1: on video games and virtual environments and stuff like that. 12 00:00:43,479 --> 00:00:46,599 Speaker 1: But even if you're somebody who has no personal interests 13 00:00:46,680 --> 00:00:48,880 Speaker 1: in video games or anything like that, I hope you 14 00:00:48,960 --> 00:00:51,760 Speaker 1: stick around because it's an interesting topic nonetheless, and I 15 00:00:51,840 --> 00:00:55,320 Speaker 1: think it will ultimately have some relevance to yourself in 16 00:00:55,360 --> 00:00:57,760 Speaker 1: the society you live in, even if you're not somebody 17 00:00:57,800 --> 00:01:00,920 Speaker 1: who's ever played games or plans on playing games, because 18 00:01:00,920 --> 00:01:03,639 Speaker 1: a lot of it does just hinge upon the idea 19 00:01:03,840 --> 00:01:07,199 Speaker 1: of what happens when we put on this other face, 20 00:01:07,640 --> 00:01:09,480 Speaker 1: and it could be you can you can take it 21 00:01:09,520 --> 00:01:11,959 Speaker 1: to the virtual reality extremes to where there is a 22 00:01:12,040 --> 00:01:14,840 Speaker 1: body that I am occupying and I'm walking around in 23 00:01:14,880 --> 00:01:18,759 Speaker 1: it within a virtual environment. There's the video game level 24 00:01:18,840 --> 00:01:21,720 Speaker 1: of a character that I have. I have picked out 25 00:01:21,720 --> 00:01:24,480 Speaker 1: its face, I have picked out it's it's clothing options, 26 00:01:24,480 --> 00:01:27,880 Speaker 1: and now I am interacting with a digital world through it. 27 00:01:28,360 --> 00:01:30,000 Speaker 1: But you can also take it down to the avatar 28 00:01:30,120 --> 00:01:35,800 Speaker 1: level on various message boards or email threads, etcetera. Yeah, totally. Now, 29 00:01:36,240 --> 00:01:38,760 Speaker 1: if you're not familiar with how some of these video 30 00:01:38,800 --> 00:01:42,920 Speaker 1: games work, where you create an avatar for yourself, this 31 00:01:42,920 --> 00:01:44,960 Speaker 1: this is a thing that happens in a lot of games. 32 00:01:44,959 --> 00:01:49,120 Speaker 1: There's a character creation process. Not all games. Some games 33 00:01:49,680 --> 00:01:51,800 Speaker 1: the character I mean some games you don't actually even 34 00:01:51,840 --> 00:01:54,840 Speaker 1: play as a character. You don't embody a person shaped thing. 35 00:01:54,880 --> 00:01:57,600 Speaker 1: They're like puzzle games and stuff. But in games where 36 00:01:57,640 --> 00:02:00,760 Speaker 1: you play as a character of some hype, some of 37 00:02:00,800 --> 00:02:03,560 Speaker 1: them it's just a fictional, pre established character. But sometimes 38 00:02:03,560 --> 00:02:06,840 Speaker 1: you get to create that character yourself, right, and there's 39 00:02:06,880 --> 00:02:09,680 Speaker 1: usually the beginning of the game some type of process 40 00:02:09,800 --> 00:02:12,000 Speaker 1: you go through to do that, and you get to 41 00:02:12,080 --> 00:02:14,240 Speaker 1: like pick what they look like, and maybe pick what 42 00:02:14,360 --> 00:02:17,160 Speaker 1: some of their personality attributes are or what some of 43 00:02:17,200 --> 00:02:19,880 Speaker 1: their skills are a lot of games have a thing 44 00:02:19,919 --> 00:02:22,360 Speaker 1: like this. Robert, do you have a favorite favorite character 45 00:02:22,440 --> 00:02:25,720 Speaker 1: creation Yeah, well, I'd say more the more recent games. 46 00:02:26,120 --> 00:02:29,160 Speaker 1: I've really enjoyed the like the sky Rim and Fallout 47 00:02:29,800 --> 00:02:31,720 Speaker 1: character creation suites. I feel like you have a lot 48 00:02:31,720 --> 00:02:34,799 Speaker 1: of a lot of options there and you can kind 49 00:02:34,800 --> 00:02:39,560 Speaker 1: of create exactly the character you want. Uh. Thinking back 50 00:02:39,600 --> 00:02:42,160 Speaker 1: to the older games, I was a big fan of 51 00:02:42,360 --> 00:02:44,760 Speaker 1: ice wind Dale and ice wind Dale too. I have 52 00:02:44,840 --> 00:02:47,920 Speaker 1: no idea what that is. These were turn based dungeons 53 00:02:48,000 --> 00:02:52,160 Speaker 1: and Dragons, uh, role playing games that you would play 54 00:02:52,320 --> 00:02:56,160 Speaker 1: online like top down View and that they so it 55 00:02:56,240 --> 00:02:58,800 Speaker 1: was virtual. It was not like a pin and paper, 56 00:02:58,960 --> 00:03:01,480 Speaker 1: not pin and paper. These were video games. They were 57 00:03:01,720 --> 00:03:06,160 Speaker 1: the same engine as Balter's Gay and Torment was another 58 00:03:06,200 --> 00:03:08,760 Speaker 1: one though Torment had pre created characters but was still 59 00:03:08,840 --> 00:03:11,680 Speaker 1: a fabulous game. But the creation suite, especially on on 60 00:03:11,720 --> 00:03:13,800 Speaker 1: ice wind Dale too, as I remember, they had some 61 00:03:13,880 --> 00:03:16,440 Speaker 1: really cool character art you could you could select for 62 00:03:16,480 --> 00:03:19,880 Speaker 1: the thumbnail. I believe that through some minor tinkering you 63 00:03:19,880 --> 00:03:22,840 Speaker 1: could bring in outside art to serve as the thumbnail 64 00:03:23,080 --> 00:03:24,880 Speaker 1: and then you had a fair that these were not 65 00:03:24,960 --> 00:03:28,520 Speaker 1: the most detailed of characters on the screen, but you 66 00:03:28,560 --> 00:03:31,000 Speaker 1: had a fair amount of choice and how they were 67 00:03:31,000 --> 00:03:34,359 Speaker 1: put together as well. Yeah, So one of the things 68 00:03:34,440 --> 00:03:37,120 Speaker 1: we're going to be exploring today is what are the 69 00:03:37,200 --> 00:03:43,800 Speaker 1: effects of coming to embody a character in a virtual environment? 70 00:03:44,160 --> 00:03:48,240 Speaker 1: Does that change the player when you play as a 71 00:03:48,480 --> 00:03:53,560 Speaker 1: character with certain physical or behavioral attributes? Now, Robert, my 72 00:03:54,040 --> 00:03:57,600 Speaker 1: the main character creation process in video games I remember 73 00:03:57,600 --> 00:04:00,480 Speaker 1: from when I was younger is not as interesting as yours. 74 00:04:00,640 --> 00:04:04,840 Speaker 1: It was the wrestler creation mode in the Nintendo sixty 75 00:04:04,840 --> 00:04:07,680 Speaker 1: four game WWF war Zone, which I played when I 76 00:04:07,720 --> 00:04:11,920 Speaker 1: was in like six seventh grade, I think this game, yeah, 77 00:04:12,000 --> 00:04:15,080 Speaker 1: and so it was this terrible, blocky looking wrestling game, 78 00:04:15,640 --> 00:04:17,839 Speaker 1: uh that had the WWF wrestlers in it, but you 79 00:04:17,839 --> 00:04:20,119 Speaker 1: could create a custom wrestler. And so what my friends 80 00:04:20,120 --> 00:04:22,960 Speaker 1: and I would always do is try to figure out 81 00:04:22,960 --> 00:04:26,520 Speaker 1: how to create the most ridiculous looking wrestler you possibly 82 00:04:26,560 --> 00:04:29,359 Speaker 1: could that had like I don't know, like you know, 83 00:04:29,760 --> 00:04:33,159 Speaker 1: legs that were five times wider than his head and 84 00:04:33,200 --> 00:04:37,240 Speaker 1: wearing some crazy Easter egg costume. And it was it 85 00:04:37,279 --> 00:04:39,280 Speaker 1: was mainly for laughs, but we did put a lot 86 00:04:39,400 --> 00:04:41,359 Speaker 1: of time and energy into it. It was like we 87 00:04:41,440 --> 00:04:45,680 Speaker 1: had to achieve peak ridiculousness. Well, the ultimate tragedy is 88 00:04:45,720 --> 00:04:47,600 Speaker 1: that you were just a few years away from w 89 00:04:47,600 --> 00:04:50,800 Speaker 1: w F WrestleMania two thousand and No Mercy, which were 90 00:04:50,839 --> 00:04:54,760 Speaker 1: both in sixty four wrestling games built on the the 91 00:04:54,800 --> 00:04:57,760 Speaker 1: a Ki Virtual Pro Wrestling engine from Japan. I don't 92 00:04:57,800 --> 00:05:00,279 Speaker 1: know what that is. They were fabulous games, just a 93 00:05:00,360 --> 00:05:05,080 Speaker 1: fabulous engine for the game. But you know, they these 94 00:05:05,080 --> 00:05:08,440 Speaker 1: wrestling games have come a long ways. I was never 95 00:05:08,520 --> 00:05:11,960 Speaker 1: into creating myself in them because it just felt weird 96 00:05:12,040 --> 00:05:14,040 Speaker 1: to me, but I knew people that would do it, 97 00:05:14,560 --> 00:05:18,200 Speaker 1: And nowadays you can. You can like bring in scans 98 00:05:18,240 --> 00:05:21,120 Speaker 1: of your own face or the scans of virtually any 99 00:05:21,279 --> 00:05:27,320 Speaker 1: existing wrestler or celebrity and create an amazingly life like 100 00:05:27,520 --> 00:05:32,240 Speaker 1: just an immaculate representation of that individual in these updated 101 00:05:32,279 --> 00:05:34,839 Speaker 1: wrestling games. So you scan yourself in and you make 102 00:05:34,880 --> 00:05:38,320 Speaker 1: a virtual copy of yourself and then watch it get 103 00:05:38,360 --> 00:05:41,880 Speaker 1: beat down by stone Cold exactly. However, Yeah, go through 104 00:05:41,880 --> 00:05:45,200 Speaker 1: a table or bleed through its face, and it's, uh, 105 00:05:45,240 --> 00:05:48,200 Speaker 1: the technology is amazing, and yet at the same point, 106 00:05:48,279 --> 00:05:52,160 Speaker 1: it's it's it's it's even stranger to me to try 107 00:05:52,200 --> 00:05:54,960 Speaker 1: and imagine myself doing that, like creating a like a 108 00:05:55,800 --> 00:05:59,000 Speaker 1: muscled avatar of myself that just goes in there and 109 00:05:59,080 --> 00:06:01,720 Speaker 1: just gets beat to a luddy pulp. Now, on one hand, 110 00:06:01,760 --> 00:06:04,440 Speaker 1: you could look at that and say, Okay, that's you know, 111 00:06:04,520 --> 00:06:07,479 Speaker 1: it's just people horsing around having fun play in some games, 112 00:06:07,480 --> 00:06:10,360 Speaker 1: which is generally true, and if you take that attitude, 113 00:06:10,360 --> 00:06:12,839 Speaker 1: you're probably not gonna, you know, think that there's anything 114 00:06:12,839 --> 00:06:15,400 Speaker 1: super meaningful going on here. But on the other hand, 115 00:06:15,800 --> 00:06:20,720 Speaker 1: it's really worth wondering how doing something like that could 116 00:06:20,760 --> 00:06:24,960 Speaker 1: affect you and possibly change you. This is not a 117 00:06:25,040 --> 00:06:29,320 Speaker 1: scenario that we are biologically adapted for in any way. 118 00:06:29,520 --> 00:06:33,080 Speaker 1: I would say that there's no analogy in nature to 119 00:06:33,360 --> 00:06:37,520 Speaker 1: creating a virtual environment in which you take on the 120 00:06:37,600 --> 00:06:44,440 Speaker 1: characteristics of a created character and play within that virtual environment. 121 00:06:44,440 --> 00:06:46,080 Speaker 1: I mean, I guess you could say that they're like 122 00:06:46,600 --> 00:06:51,359 Speaker 1: rituals maybe where people sort of embody mythological characters that 123 00:06:51,400 --> 00:06:54,720 Speaker 1: they play within the rituals, Right, But even then you're 124 00:06:54,720 --> 00:06:58,200 Speaker 1: still bound to your body when you're doing that enactment. Yeah, 125 00:06:58,200 --> 00:06:59,800 Speaker 1: I mean, the only other example I can think of 126 00:06:59,880 --> 00:07:04,600 Speaker 1: is just uh, the mental mental time travel, chromasthesia and 127 00:07:04,800 --> 00:07:09,760 Speaker 1: imagining various scenarios occurring and extrapolating how you might react 128 00:07:09,800 --> 00:07:12,640 Speaker 1: in those situations. But then you're still pretty much bound 129 00:07:12,680 --> 00:07:17,640 Speaker 1: to yourself unless there's a particular example from uh, you know, 130 00:07:17,720 --> 00:07:21,840 Speaker 1: from from from cultural history where someone is embodying in 131 00:07:21,880 --> 00:07:25,240 Speaker 1: this process, they are embodying the aspect of a god, 132 00:07:25,920 --> 00:07:28,480 Speaker 1: but I am not aware of it. If there is, well, yeah, 133 00:07:28,600 --> 00:07:31,320 Speaker 1: I would say the imagination that's pretty much the only 134 00:07:31,360 --> 00:07:35,840 Speaker 1: equivalent space. But the imagination is not physically enacted. When 135 00:07:35,880 --> 00:07:40,400 Speaker 1: you do virtual environments, you have to physically perform movements 136 00:07:40,440 --> 00:07:43,280 Speaker 1: within those virtual environments. You have to like, you know, 137 00:07:43,080 --> 00:07:45,720 Speaker 1: you move a controller or something like that. It's a 138 00:07:45,840 --> 00:07:48,920 Speaker 1: it's a challenging process that you have to engage with, 139 00:07:49,160 --> 00:07:52,960 Speaker 1: and that is more continuous than imagination, which tends to 140 00:07:53,000 --> 00:07:55,080 Speaker 1: kind of come in and out. Right. Yeah, the the 141 00:07:55,560 --> 00:07:57,920 Speaker 1: just merely imagining something or reading a book is probably 142 00:07:57,920 --> 00:08:00,480 Speaker 1: not gonna update your body schema, which into the way 143 00:08:00,480 --> 00:08:03,680 Speaker 1: that you're thinking about your own body. Right, So you 144 00:08:03,760 --> 00:08:08,680 Speaker 1: have to wonder does the idea of playing as a 145 00:08:08,760 --> 00:08:14,560 Speaker 1: character different than yourself change yourself? Does going into a 146 00:08:14,640 --> 00:08:19,760 Speaker 1: virtual environment and embodying some other type of being make 147 00:08:19,920 --> 00:08:23,200 Speaker 1: you a different kind of being in reality? And that's 148 00:08:23,200 --> 00:08:25,160 Speaker 1: what we're gonna be looking at today, So let's take 149 00:08:25,160 --> 00:08:28,240 Speaker 1: a moment to talk about just the name of of 150 00:08:28,320 --> 00:08:32,440 Speaker 1: the effect here, the Proteus effect. So who was Proteus, Well, 151 00:08:32,880 --> 00:08:34,880 Speaker 1: it would see he was a character in the matrix, 152 00:08:35,040 --> 00:08:38,400 Speaker 1: right was he was there? A Proteus matrix. So it's 153 00:08:38,400 --> 00:08:41,760 Speaker 1: been a while since I've entered the matrix. Uh, well, 154 00:08:41,800 --> 00:08:43,600 Speaker 1: you know, the funny thing is, it would seem that 155 00:08:43,600 --> 00:08:46,559 Speaker 1: that fate would have us return once more to the 156 00:08:46,600 --> 00:08:50,960 Speaker 1: world of undersea gods and humanoids, because because what we 157 00:08:51,040 --> 00:08:54,960 Speaker 1: have here is Proteus from Greek mythology, the old Man 158 00:08:55,040 --> 00:08:57,760 Speaker 1: of the Sea, the Old Man of the Sea. Yeah, 159 00:08:58,240 --> 00:09:02,520 Speaker 1: essentially a primordial sea god. As with all things mythological, 160 00:09:03,200 --> 00:09:06,520 Speaker 1: Proteus is exact identity, and his role shifts over time. 161 00:09:06,920 --> 00:09:09,720 Speaker 1: But that's quite fitting for Proteus in a number of ways. 162 00:09:10,360 --> 00:09:14,439 Speaker 1: In Giants, Monsters and Dragons by Carol Rose, an encyclopedia 163 00:09:14,600 --> 00:09:18,040 Speaker 1: of fantastic Entities and Creatures that I come back to 164 00:09:18,080 --> 00:09:21,439 Speaker 1: again and again, she describes him as quote a primordial 165 00:09:21,520 --> 00:09:25,040 Speaker 1: sea giant and quote a type of gigantic merman and 166 00:09:25,120 --> 00:09:29,440 Speaker 1: guardian of the sea creatures. And he served Poseidon, the 167 00:09:29,520 --> 00:09:33,160 Speaker 1: sea god. He boasted the gift of prophecy as well, 168 00:09:33,480 --> 00:09:35,240 Speaker 1: but you had to catch him to get him to 169 00:09:35,280 --> 00:09:37,560 Speaker 1: share his prophecies. Wait, how do you catch him? Is 170 00:09:37,559 --> 00:09:40,560 Speaker 1: that like rod and lure kind of catching Or essentially 171 00:09:40,559 --> 00:09:42,320 Speaker 1: it's like you gotta chase him down and fight him, 172 00:09:42,360 --> 00:09:45,560 Speaker 1: wrestle him, overcome him that way. But the problem is 173 00:09:45,800 --> 00:09:48,640 Speaker 1: that Proteus can change his shape. He can change it 174 00:09:48,679 --> 00:09:52,040 Speaker 1: into something more monstrous to escape you, uh, you know, 175 00:09:52,120 --> 00:09:55,760 Speaker 1: swifter to escape do you escape you with etcetera. Uh. 176 00:09:55,880 --> 00:09:59,640 Speaker 1: The secret, though, ends up being revealed by his daughter Elda, 177 00:09:59,720 --> 00:10:03,200 Speaker 1: the uh who who lets a few select mortals know 178 00:10:03,280 --> 00:10:05,840 Speaker 1: that you have to catch him while he's sleeping on 179 00:10:05,880 --> 00:10:10,240 Speaker 1: the island of Pharaohs. Now. Various other accounts describe him 180 00:10:10,360 --> 00:10:12,960 Speaker 1: as not only a shape changer, but a being that 181 00:10:13,120 --> 00:10:17,720 Speaker 1: is just constantly changing shape, as being essentially formless, which 182 00:10:17,760 --> 00:10:19,680 Speaker 1: is fitting because this is a is a god of 183 00:10:19,720 --> 00:10:22,520 Speaker 1: the sea. This makes him like the sea itself. He 184 00:10:22,640 --> 00:10:25,880 Speaker 1: is liquid, He is ever changing, difficult to predict, kind 185 00:10:25,880 --> 00:10:29,760 Speaker 1: of like those identity masks in a scanner. Darkly. Yeah, 186 00:10:29,840 --> 00:10:32,600 Speaker 1: it's sort of like never really taking a solid form, 187 00:10:32,720 --> 00:10:35,520 Speaker 1: so you can't really identify somebody later. Yeah, or and 188 00:10:35,520 --> 00:10:37,800 Speaker 1: and would make him difficult to catch as well. And 189 00:10:37,840 --> 00:10:41,719 Speaker 1: this is where we get the word protean, which means 190 00:10:41,760 --> 00:10:45,800 Speaker 1: tending or able to change frequently or easily. Uh. Sometimes 191 00:10:45,800 --> 00:10:48,760 Speaker 1: it's used just to just in the place of versatile. 192 00:10:49,120 --> 00:10:51,720 Speaker 1: But I think that's sort of usage is kind of 193 00:10:51,720 --> 00:10:54,720 Speaker 1: an insult to the gods, because you might say that, say, 194 00:10:54,760 --> 00:10:58,040 Speaker 1: Sammy Hagar is versatile and that he can front a 195 00:10:58,080 --> 00:11:01,120 Speaker 1: band and run a tequila brand. But I think it's 196 00:11:01,160 --> 00:11:03,920 Speaker 1: a bit much to say that that Sammy Hagar, it's protean. 197 00:11:04,679 --> 00:11:07,080 Speaker 1: Though that's impressive. I can do neither of those things. No, 198 00:11:07,280 --> 00:11:11,360 Speaker 1: I I see what you're saying. Like a protean suggests 199 00:11:11,400 --> 00:11:16,760 Speaker 1: some more fundamental changes and and commitments to different natures, right, 200 00:11:16,800 --> 00:11:19,599 Speaker 1: whereas versatile just says that you can, you can multitask, 201 00:11:19,640 --> 00:11:22,920 Speaker 1: you can do some different stuff. Yeah, protean almost has it. 202 00:11:23,240 --> 00:11:25,840 Speaker 1: I mean it has a sort of mad or holy 203 00:11:26,120 --> 00:11:30,000 Speaker 1: vibe to it, right, Like something that is protean is 204 00:11:30,240 --> 00:11:34,320 Speaker 1: um is difficult for us to master and grasp, And 205 00:11:34,360 --> 00:11:37,360 Speaker 1: maybe the same is true of Sammy Hagar. I'm not sure. 206 00:11:37,720 --> 00:11:39,719 Speaker 1: Certainly it's hard to get him to commit to a 207 00:11:39,760 --> 00:11:41,720 Speaker 1: speed limit. We know that much. Robert where at all 208 00:11:41,760 --> 00:11:44,360 Speaker 1: the Sammy Hagar come from. I don't know. You just 209 00:11:44,400 --> 00:11:46,640 Speaker 1: listen to the Classic rock radio the other day and 210 00:11:47,120 --> 00:11:49,000 Speaker 1: I was just trying to think about who's who is 211 00:11:49,120 --> 00:11:52,800 Speaker 1: an individual that's considered versatile in their interests, and I 212 00:11:53,800 --> 00:11:56,520 Speaker 1: Sammy Hagar, Well, I know I have. I initially thought 213 00:11:56,640 --> 00:11:59,640 Speaker 1: of of Maynard from Tool, but then I thought, well, 214 00:11:59,679 --> 00:12:02,640 Speaker 1: I don't know, maybe Maynard is protean. I'm not sure 215 00:12:02,679 --> 00:12:06,640 Speaker 1: he's a he's a he's he's a mysterious dude that's 216 00:12:06,360 --> 00:12:08,920 Speaker 1: called Sammy Hagar instead. So it's a clear cut you're 217 00:12:08,920 --> 00:12:12,439 Speaker 1: saying Maynard from Tool he does he does his alternative 218 00:12:12,440 --> 00:12:14,440 Speaker 1: hard rock thing, and he does his I've got a 219 00:12:14,520 --> 00:12:17,640 Speaker 1: vineyard I make wine thing yeah and m m a 220 00:12:18,120 --> 00:12:20,960 Speaker 1: oh yeah he's into fighting. Yeah yeah, he has has 221 00:12:21,120 --> 00:12:23,880 Speaker 1: multiple dimensions to his character. The idea it all comes 222 00:12:23,880 --> 00:12:26,600 Speaker 1: back to wrestling in the end. Yeah, maybe not all 223 00:12:26,679 --> 00:12:31,200 Speaker 1: that protean, but that's certainly versatile. But today we're not 224 00:12:31,200 --> 00:12:33,679 Speaker 1: talking about Sammy Hagar. We're not talking about Maynard, We're 225 00:12:33,720 --> 00:12:37,560 Speaker 1: not even really talking about Greek shape shifters. We're talking 226 00:12:37,600 --> 00:12:42,480 Speaker 1: about the Internet, video games, virtual reality, and the idea 227 00:12:42,520 --> 00:12:44,960 Speaker 1: that we get to pick and choose our form, and 228 00:12:44,960 --> 00:12:47,559 Speaker 1: in doing so, maybe we have to choose our identity. 229 00:12:47,760 --> 00:12:49,480 Speaker 1: All right, well, we will take a quick break. When 230 00:12:49,520 --> 00:12:51,720 Speaker 1: we come back, we will get into the original research 231 00:12:51,800 --> 00:12:57,199 Speaker 1: on the proteus effect. Thank alright, we're back, all right now. 232 00:12:57,200 --> 00:13:00,680 Speaker 1: The short definition of the proteus effect is that it 233 00:13:00,840 --> 00:13:05,280 Speaker 1: is a name for the way that avatars, meaning virtual 234 00:13:05,360 --> 00:13:08,400 Speaker 1: characters that we embody. It's a name for the way 235 00:13:08,440 --> 00:13:13,000 Speaker 1: that avatars change our behavior in a virtual environment. So 236 00:13:13,080 --> 00:13:16,640 Speaker 1: there was some original research on this subject between the 237 00:13:16,720 --> 00:13:19,600 Speaker 1: years like two thousand seven and two thousand nine or so. 238 00:13:19,640 --> 00:13:21,960 Speaker 1: That's when this first came out, and it was associated 239 00:13:22,000 --> 00:13:23,880 Speaker 1: with the work of a researcher by the name of 240 00:13:24,000 --> 00:13:28,040 Speaker 1: Nicki Ye and Nikki he was. He was the scientist 241 00:13:28,120 --> 00:13:31,720 Speaker 1: behind the original proteus effect, and he summarized his original 242 00:13:31,960 --> 00:13:34,079 Speaker 1: research in an article I read from two thousand and 243 00:13:34,200 --> 00:13:36,960 Speaker 1: nine where he pointed out some of the main features 244 00:13:37,360 --> 00:13:40,160 Speaker 1: that they had discovered in their first couple of studies 245 00:13:40,200 --> 00:13:43,360 Speaker 1: on it. So he points out, to start with, this 246 00:13:43,400 --> 00:13:45,400 Speaker 1: was sort of like the starting basis of the idea 247 00:13:45,480 --> 00:13:51,200 Speaker 1: that putting on certain garments, clothing and uniforms has been 248 00:13:51,200 --> 00:13:54,920 Speaker 1: shown to change people's behavior. For example, there are these 249 00:13:54,960 --> 00:13:58,960 Speaker 1: experiments that show that when you dress subjects in black uniforms, 250 00:13:59,360 --> 00:14:02,520 Speaker 1: they behave more aggressively than when you dress them in 251 00:14:02,559 --> 00:14:06,320 Speaker 1: white uniforms. And experiments like these show that to some extent, 252 00:14:06,360 --> 00:14:11,280 Speaker 1: our behavior is influenced by visual self perception. We act 253 00:14:11,320 --> 00:14:14,040 Speaker 1: out the parts people would expect us to act out 254 00:14:14,400 --> 00:14:16,920 Speaker 1: based on how we look. And I think this is 255 00:14:16,920 --> 00:14:19,720 Speaker 1: probably the same kind of research that informs, or at 256 00:14:19,760 --> 00:14:23,080 Speaker 1: least partially informs the old business idea that you should 257 00:14:23,200 --> 00:14:25,400 Speaker 1: dress for the job you want, not the job you 258 00:14:25,440 --> 00:14:29,120 Speaker 1: have rights right now, I think the part of that 259 00:14:29,160 --> 00:14:31,480 Speaker 1: advice is based on the reasoning the dressing that way 260 00:14:31,480 --> 00:14:33,800 Speaker 1: will influence the people who have the power to hire 261 00:14:33,920 --> 00:14:36,120 Speaker 1: or promote you. Right that you want to look the part, 262 00:14:36,400 --> 00:14:39,240 Speaker 1: and so you're trying to influence others. But there's another 263 00:14:39,320 --> 00:14:42,000 Speaker 1: side of that that dressing for the job you want 264 00:14:42,360 --> 00:14:45,560 Speaker 1: is also an influence on the self. It can also 265 00:14:45,600 --> 00:14:49,200 Speaker 1: be a beneficial alteration of self perception. If you dress 266 00:14:49,320 --> 00:14:52,760 Speaker 1: like someone with a certain job, you'll probably find yourself 267 00:14:52,880 --> 00:14:57,280 Speaker 1: behaving and performing more like someone who belongs in that job. 268 00:14:57,360 --> 00:15:00,600 Speaker 1: You put the costume on, and the costume helps you 269 00:15:00,640 --> 00:15:04,760 Speaker 1: get into character. But what this research shows with the 270 00:15:04,800 --> 00:15:08,640 Speaker 1: way in clothes cognition changes us is that the costume 271 00:15:08,800 --> 00:15:11,600 Speaker 1: tends to get you into character, whether you mean to 272 00:15:11,640 --> 00:15:14,360 Speaker 1: get into character or not. Now we've touched on in 273 00:15:14,400 --> 00:15:18,400 Speaker 1: clothes cognition on the show in the past, cognitive psychologist 274 00:15:18,640 --> 00:15:23,320 Speaker 1: Joe Adam and Adam Galinsky from Northwestern University coined the term. 275 00:15:23,680 --> 00:15:25,800 Speaker 1: One of the most famous examples is the use of, 276 00:15:25,840 --> 00:15:28,600 Speaker 1: say a lab coat. What happens when you wear a 277 00:15:28,640 --> 00:15:32,000 Speaker 1: lab coat and maybe carry a clipboard around. Well, they 278 00:15:32,040 --> 00:15:35,280 Speaker 1: found that the effect would work. You would feel like 279 00:15:35,400 --> 00:15:38,520 Speaker 1: smarter or more, you know, in control of your doctor's 280 00:15:38,520 --> 00:15:41,440 Speaker 1: status here, But only if you wore the coat and 281 00:15:41,480 --> 00:15:43,840 Speaker 1: we're aware of the symbolic meaning. So you actually you 282 00:15:43,880 --> 00:15:46,200 Speaker 1: have to know what it's about, what it represents, and 283 00:15:46,320 --> 00:15:49,040 Speaker 1: you actually have to essentially make it a part of 284 00:15:49,040 --> 00:15:51,920 Speaker 1: your body by covering yourself in it. Yeah, I would 285 00:15:51,960 --> 00:15:54,920 Speaker 1: say that essentially the way this works is that you're 286 00:15:55,000 --> 00:15:58,920 Speaker 1: performing according to stereotypes, but you have to be aware 287 00:15:59,240 --> 00:16:02,680 Speaker 1: of the stereo peotypes to perform according to them, right, right, 288 00:16:02,760 --> 00:16:05,400 Speaker 1: And then, according to Golinski as well, we don't just 289 00:16:05,520 --> 00:16:08,320 Speaker 1: think with our brains, but with our bodies and our 290 00:16:08,360 --> 00:16:13,120 Speaker 1: thought processes are based on physical quote physical experiences that 291 00:16:13,240 --> 00:16:17,520 Speaker 1: set off associated abstract concepts. Yeah, I think. I mean 292 00:16:17,560 --> 00:16:20,760 Speaker 1: this might sound kind of silly, but I think about 293 00:16:20,840 --> 00:16:26,080 Speaker 1: the way that wearing a suit jacket changes the way 294 00:16:26,080 --> 00:16:29,720 Speaker 1: I behave I think sometimes it does, and I very 295 00:16:29,760 --> 00:16:33,160 Speaker 1: much associated literally with the way my shoulders and my 296 00:16:33,360 --> 00:16:36,640 Speaker 1: arms feel. Well I put on a suit jacket, I 297 00:16:36,680 --> 00:16:40,320 Speaker 1: feel the tension in the way the jacket constrains the 298 00:16:40,360 --> 00:16:44,040 Speaker 1: movements of my shoulders or not not necessarily constrains them, 299 00:16:44,040 --> 00:16:46,320 Speaker 1: but you know, you feel you can feel the jacket 300 00:16:46,360 --> 00:16:49,040 Speaker 1: that's shaped like that, the suit jacket, and it actually 301 00:16:49,120 --> 00:16:52,920 Speaker 1: does influence I think, probably the way I talk, probably 302 00:16:53,000 --> 00:16:56,080 Speaker 1: to some extent, the way I react to people, whether 303 00:16:56,160 --> 00:16:58,760 Speaker 1: I'm more likely to shake somebody's hand. I mean, obviously 304 00:16:58,760 --> 00:17:01,760 Speaker 1: there's no way to fully test this in a controlled way, 305 00:17:01,800 --> 00:17:05,119 Speaker 1: but I strongly suspect that it changes my behavior, and 306 00:17:05,200 --> 00:17:09,280 Speaker 1: it changes my behavior through a constant, attenuated awareness of 307 00:17:09,320 --> 00:17:12,120 Speaker 1: what my body feels like in that piece of clothing. 308 00:17:12,480 --> 00:17:14,960 Speaker 1: So you're not you're not only dressing like business Joe, 309 00:17:15,040 --> 00:17:18,199 Speaker 1: you become business Joe. You know, Business Joe's different than 310 00:17:18,240 --> 00:17:21,080 Speaker 1: a lot of other business shows because the suit jackets 311 00:17:21,119 --> 00:17:24,280 Speaker 1: I wear are are not like cool business jackets. They're 312 00:17:24,280 --> 00:17:27,600 Speaker 1: more like old seventies jackets I got from my dad. Now, 313 00:17:27,640 --> 00:17:29,159 Speaker 1: I think we do need to be careful with this 314 00:17:29,240 --> 00:17:31,480 Speaker 1: kind of research because I think it's very easy to 315 00:17:32,240 --> 00:17:37,119 Speaker 1: interpret it in an overly determinative way. For example, I 316 00:17:37,200 --> 00:17:39,600 Speaker 1: was I was wondering, Okay, are there studies that have 317 00:17:39,680 --> 00:17:42,399 Speaker 1: found the opposite, that have found that this whole you know, 318 00:17:42,520 --> 00:17:45,399 Speaker 1: like wearing a black uniform doesn't actually change the way 319 00:17:45,440 --> 00:17:49,120 Speaker 1: you behave compared to wearing some other colored uniform. And yeah, 320 00:17:49,160 --> 00:17:52,120 Speaker 1: there there are studies going the opposite way, not necessarily 321 00:17:52,119 --> 00:17:54,879 Speaker 1: that undercut the original findings, but at least that showed 322 00:17:54,880 --> 00:17:58,160 Speaker 1: that the effect is obviously not the same in all contexts. 323 00:17:58,720 --> 00:18:02,280 Speaker 1: For example, the search has been applied to uniform colors 324 00:18:02,280 --> 00:18:05,280 Speaker 1: in professional sports, and I found a two thousand ten 325 00:18:05,400 --> 00:18:08,840 Speaker 1: study that found no correlation at all between uniform color 326 00:18:09,119 --> 00:18:13,280 Speaker 1: and aggression in professional hockey. This is the basic argument 327 00:18:13,440 --> 00:18:15,480 Speaker 1: was that like if you wore red, right, if you 328 00:18:15,520 --> 00:18:18,639 Speaker 1: wear like a red uniform or a black uniform or something, 329 00:18:18,920 --> 00:18:20,720 Speaker 1: that you're going to be more aggressive than if you 330 00:18:20,720 --> 00:18:24,480 Speaker 1: wear like a blue uniform or green uniform. And this 331 00:18:24,640 --> 00:18:27,840 Speaker 1: study found no correlation of that kind, said it didn't 332 00:18:27,840 --> 00:18:30,600 Speaker 1: matter what color uniforms the hockey players were wearing. But 333 00:18:30,760 --> 00:18:33,080 Speaker 1: like I said, it doesn't mean the original research is wrong, 334 00:18:33,160 --> 00:18:37,119 Speaker 1: just that it probably applies differently in different contexts and 335 00:18:37,200 --> 00:18:40,640 Speaker 1: depends on a lot of different variables. So, but back 336 00:18:40,640 --> 00:18:43,560 Speaker 1: to what was Ye's research to establish the idea of 337 00:18:43,560 --> 00:18:46,199 Speaker 1: the proteus effect. So, in a serious experiment, starting with 338 00:18:46,200 --> 00:18:49,879 Speaker 1: one published in two thousand seven, Ye and colleagues tried 339 00:18:49,920 --> 00:18:54,240 Speaker 1: to study whether the same perception embodiment, whether the same 340 00:18:54,280 --> 00:18:57,760 Speaker 1: like embodiment of what others see you looking like that 341 00:18:57,840 --> 00:19:01,879 Speaker 1: takes place with clothes and costumes also takes place with 342 00:19:02,160 --> 00:19:07,679 Speaker 1: virtual costumes, meaning virtual characters. Does the virtual avatar that 343 00:19:07,760 --> 00:19:10,639 Speaker 1: you choose to represent you in a video game or 344 00:19:10,640 --> 00:19:14,480 Speaker 1: a virtual world change who you are and how you 345 00:19:14,520 --> 00:19:17,280 Speaker 1: behave Now this question instantly makes me think back to 346 00:19:18,680 --> 00:19:22,240 Speaker 1: screens that I've seen a second life. I have not, 347 00:19:22,520 --> 00:19:25,480 Speaker 1: I've never really used second life myself, but they never 348 00:19:25,560 --> 00:19:27,560 Speaker 1: really Does that mean you have a little bit? Well, 349 00:19:27,600 --> 00:19:30,520 Speaker 1: what I did is that I attended a church service 350 00:19:30,880 --> 00:19:35,520 Speaker 1: where the the individual giving the sermon also did the 351 00:19:35,560 --> 00:19:40,439 Speaker 1: sermon in second life, and there were individuals gathered from, 352 00:19:40,480 --> 00:19:42,879 Speaker 1: you know, across the country, and I guess beyond in 353 00:19:43,000 --> 00:19:45,600 Speaker 1: a virtual if that's the right word for a second 354 00:19:45,600 --> 00:19:50,360 Speaker 1: life environment, a virtual chapel uh to share in the sermon. 355 00:19:50,720 --> 00:19:53,080 Speaker 1: And they were attending in various forms. So some people 356 00:19:53,080 --> 00:19:56,600 Speaker 1: were women, some people were male, some people were like 357 00:19:56,720 --> 00:20:01,600 Speaker 1: animals or animal human hybrids. So that is I instantly 358 00:20:01,600 --> 00:20:03,200 Speaker 1: thought to that and thought, well, you know, I wonder 359 00:20:03,240 --> 00:20:05,359 Speaker 1: what was going on in each of their minds, Like 360 00:20:05,440 --> 00:20:10,320 Speaker 1: what did their chosen forms say about their ideal identity, 361 00:20:10,440 --> 00:20:15,119 Speaker 1: their experienced identity, etcetera. I've never considered this question before, 362 00:20:15,680 --> 00:20:19,120 Speaker 1: but what generally would the theologians of the various religions 363 00:20:19,160 --> 00:20:23,960 Speaker 1: say about whether the rituals and sacraments of their religion 364 00:20:24,040 --> 00:20:28,160 Speaker 1: are effective if performed virtually. So like, if you, for example, 365 00:20:28,320 --> 00:20:30,919 Speaker 1: receive holy communion in a Christian church, or do a 366 00:20:31,000 --> 00:20:34,439 Speaker 1: ritual in any religion, but do it not physically with 367 00:20:34,520 --> 00:20:37,639 Speaker 1: your body, but virtually in a virtual environment, does the 368 00:20:37,720 --> 00:20:41,639 Speaker 1: sacrament work? Does it confer the same benefit? Huh? Well, 369 00:20:41,720 --> 00:20:44,440 Speaker 1: that's a great question. I don't recall. I don't think 370 00:20:44,440 --> 00:20:48,440 Speaker 1: this particular service involved communion, but maybe it did, and 371 00:20:48,560 --> 00:20:50,840 Speaker 1: I just forgot about it. I imagine that, though, of course, 372 00:20:50,840 --> 00:20:55,440 Speaker 1: would hinge upon your faith, you know, particular beliefs about communion. 373 00:20:55,880 --> 00:21:00,679 Speaker 1: Uh for instance, so whether the bread actually becomes the 374 00:21:00,680 --> 00:21:02,760 Speaker 1: body of Christ in your body, that sort of thing. 375 00:21:03,720 --> 00:21:06,880 Speaker 1: But then again, if if you believe that, then why 376 00:21:06,960 --> 00:21:11,560 Speaker 1: can't the the digital communion wafer do the same thing? Somehow? 377 00:21:11,600 --> 00:21:13,480 Speaker 1: I don't know. Well, it takes me back to the 378 00:21:13,520 --> 00:21:15,679 Speaker 1: techno religion question we are. I don't know if we 379 00:21:15,720 --> 00:21:18,240 Speaker 1: ever got into this question in our techno religion episodes, 380 00:21:18,280 --> 00:21:20,040 Speaker 1: but we did talk about the idea of whether a 381 00:21:20,160 --> 00:21:24,560 Speaker 1: virtual similar simulated prayer wheel is just as effective as 382 00:21:24,600 --> 00:21:27,760 Speaker 1: a physical prayer wheel. That's right, Uh yeah, because of course, 383 00:21:27,840 --> 00:21:31,120 Speaker 1: the the the traditional prayer wheels are essentially a machine 384 00:21:31,359 --> 00:21:35,560 Speaker 1: praised in what tradition? Is it Buddhist or Buddhist? Yes? 385 00:21:35,960 --> 00:21:39,639 Speaker 1: Uh so, it's it's a wheel that contains h the 386 00:21:39,680 --> 00:21:42,439 Speaker 1: prayer as it's usually like written down on sheet of 387 00:21:42,440 --> 00:21:44,719 Speaker 1: paper and or not a sheet of paper, but it's 388 00:21:44,560 --> 00:21:47,600 Speaker 1: a long string of paper coiled up in there, and 389 00:21:47,960 --> 00:21:52,320 Speaker 1: by by turning it, you are turning the prayer. Uh. 390 00:21:52,359 --> 00:21:54,719 Speaker 1: But how is that really that different from a digital 391 00:21:54,720 --> 00:21:57,920 Speaker 1: machine doing the same thing. It's just a it's an 392 00:21:57,920 --> 00:22:01,040 Speaker 1: advancement in the technology, but but it doesn't seem like 393 00:22:01,040 --> 00:22:04,040 Speaker 1: it's an advancement in the basic idea. Well, I find 394 00:22:04,040 --> 00:22:06,239 Speaker 1: that a very interesting question, and maybe we can come 395 00:22:06,280 --> 00:22:07,680 Speaker 1: back to it in the future. But we are getting 396 00:22:07,680 --> 00:22:10,800 Speaker 1: off subject. Okay, So we're looking at the first study 397 00:22:10,840 --> 00:22:13,280 Speaker 1: by Ye and colleagues, and this was in two thousand 398 00:22:13,359 --> 00:22:16,680 Speaker 1: seven and human Communication research, And what the researchers did 399 00:22:16,680 --> 00:22:21,040 Speaker 1: in the study is compare subjects with a virtual avatar 400 00:22:21,560 --> 00:22:25,159 Speaker 1: designed to be either attractive or unattractive. So they had 401 00:22:25,160 --> 00:22:28,720 Speaker 1: these virtual avatars that were rated as attractive avatars or 402 00:22:28,840 --> 00:22:31,800 Speaker 1: not very attractive ones, and then they had the subjects 403 00:22:31,840 --> 00:22:35,320 Speaker 1: who embodied those avatars, who were paired with them interact 404 00:22:35,359 --> 00:22:39,240 Speaker 1: with a virtual stranger controlled by a lab assistant, and 405 00:22:39,359 --> 00:22:43,800 Speaker 1: subjects with attractive virtual representation. So if you got a 406 00:22:44,320 --> 00:22:49,080 Speaker 1: very good looking avatar, they behaved differently than those with 407 00:22:49,200 --> 00:22:54,280 Speaker 1: unattractive ones. The virtually attractive players got closer to their 408 00:22:54,320 --> 00:22:59,359 Speaker 1: conversation partners, and they shared more personal information with these 409 00:22:59,440 --> 00:23:03,600 Speaker 1: virtual rangers than people who had been given unattractive avatars 410 00:23:03,680 --> 00:23:06,480 Speaker 1: to perform with. So that's kind of interesting because the 411 00:23:06,480 --> 00:23:09,800 Speaker 1: attractiveness of your avatar doesn't change anything about you. Right, 412 00:23:09,920 --> 00:23:13,720 Speaker 1: It doesn't change whether you are naturally a confident or 413 00:23:13,760 --> 00:23:16,880 Speaker 1: attractive person, does it. Well, that's kind of the question here, right, 414 00:23:17,200 --> 00:23:21,440 Speaker 1: It does taking on this virtual skin change your performance? 415 00:23:21,440 --> 00:23:25,439 Speaker 1: Are you like fully sleaving yourself into this identity? I mean, 416 00:23:25,480 --> 00:23:27,800 Speaker 1: I guess it wouldn't change what you physically look like. 417 00:23:28,119 --> 00:23:31,000 Speaker 1: It might have a time, but it doesn't. It doesn't 418 00:23:31,000 --> 00:23:33,120 Speaker 1: immediately change what you physically look like, but it might 419 00:23:33,119 --> 00:23:36,560 Speaker 1: actually change the way your brain works. In another study, 420 00:23:36,720 --> 00:23:39,720 Speaker 1: you found a similar thing. Uh. The researchers found that 421 00:23:39,840 --> 00:23:44,280 Speaker 1: the height of a virtual character avatar influenced behavior in 422 00:23:44,320 --> 00:23:47,040 Speaker 1: a virtual bargaining task. So they had people go into 423 00:23:47,040 --> 00:23:49,960 Speaker 1: a virtual world. You go into like this video game environment, 424 00:23:50,280 --> 00:23:53,159 Speaker 1: and you have to bargain with somebody, and people with 425 00:23:53,400 --> 00:23:59,040 Speaker 1: taller avatars relative to their virtual conversation partner negotiated more 426 00:23:59,119 --> 00:24:03,200 Speaker 1: aggressively than people who are given shorter avatars. So it's 427 00:24:03,200 --> 00:24:05,920 Speaker 1: not that you're a taller person in real life, but 428 00:24:05,960 --> 00:24:08,480 Speaker 1: if you're just given a taller character to play as 429 00:24:08,520 --> 00:24:12,320 Speaker 1: in the virtual world, you act with more like aggressive 430 00:24:12,359 --> 00:24:17,679 Speaker 1: bargaining tactics and confidence. Interesting, it becomes a situation where, again, 431 00:24:18,520 --> 00:24:21,640 Speaker 1: humans have not evolved for this, we've evolved to deal 432 00:24:21,680 --> 00:24:24,680 Speaker 1: with things in the real and when we deal when 433 00:24:24,720 --> 00:24:28,200 Speaker 1: we deal with things in the virtual world, we are 434 00:24:28,240 --> 00:24:33,480 Speaker 1: still behaving as if we are beholding a physical presence. Yeah, 435 00:24:33,520 --> 00:24:37,199 Speaker 1: but maybe that's not so surprising, right, because what this 436 00:24:37,320 --> 00:24:40,800 Speaker 1: is is that the avatar is changing our behavior within 437 00:24:40,880 --> 00:24:44,120 Speaker 1: the virtual world itself. You're given a character to perform 438 00:24:44,240 --> 00:24:46,800 Speaker 1: as inside a virtual world. It changes how you behave 439 00:24:46,880 --> 00:24:49,720 Speaker 1: in the virtual world. The big question would be does 440 00:24:49,760 --> 00:24:53,159 Speaker 1: this change carry over into the rest of your life, Like, 441 00:24:53,280 --> 00:24:56,520 Speaker 1: once you leave the garment of a digital avatar behind, 442 00:24:57,000 --> 00:25:01,040 Speaker 1: are there lingering effects? So if you play a giant 443 00:25:01,280 --> 00:25:04,679 Speaker 1: for an hour in a virtual environment, or certainly you 444 00:25:04,720 --> 00:25:07,239 Speaker 1: embody a giant for that amount of time, do you 445 00:25:07,280 --> 00:25:11,240 Speaker 1: then leave your virtual session behaving as a giant. Yes. 446 00:25:11,680 --> 00:25:14,640 Speaker 1: And in a two thousand nine study, Y and colleagues 447 00:25:14,680 --> 00:25:18,960 Speaker 1: investigated this. So they attempted to replicate the attractiveness study 448 00:25:19,040 --> 00:25:21,639 Speaker 1: from the previous paper, right, So you'd get assigned an 449 00:25:21,640 --> 00:25:25,000 Speaker 1: avatar that was either attractive or not attractive. And then 450 00:25:25,040 --> 00:25:27,760 Speaker 1: they added a second stage to the experiment. They had 451 00:25:27,920 --> 00:25:32,160 Speaker 1: an additional task outside the original virtual environment, So subjects 452 00:25:32,160 --> 00:25:35,080 Speaker 1: were given an avatar attractive or unattractive. Then they had 453 00:25:35,119 --> 00:25:38,000 Speaker 1: to do the interaction task from the first study. Then 454 00:25:38,160 --> 00:25:41,199 Speaker 1: after that they left the virtual environment and they were 455 00:25:41,240 --> 00:25:43,720 Speaker 1: asked to participate in what they were told was a 456 00:25:43,800 --> 00:25:46,640 Speaker 1: different study. It's like, do you want to do another study? Now? 457 00:25:47,119 --> 00:25:50,400 Speaker 1: This one was about online dating, and the participants were 458 00:25:50,440 --> 00:25:53,680 Speaker 1: asked to create a profile on a college dating site 459 00:25:53,720 --> 00:25:55,400 Speaker 1: that had been set up. It was like a mock site, 460 00:25:55,440 --> 00:25:57,879 Speaker 1: not a real one. And they were giving photos of 461 00:25:58,000 --> 00:26:00,679 Speaker 1: nine people of the gender they were interested in dating, 462 00:26:01,080 --> 00:26:03,760 Speaker 1: and then asked to pick two of the nine that 463 00:26:03,840 --> 00:26:06,119 Speaker 1: they would most like to get to know better and 464 00:26:06,200 --> 00:26:09,160 Speaker 1: get in contact with. And the study found that people 465 00:26:09,160 --> 00:26:14,560 Speaker 1: who had been given attractive avatars chose more attractive partners 466 00:26:14,680 --> 00:26:17,200 Speaker 1: on the dating site, and people who had been given 467 00:26:17,320 --> 00:26:21,480 Speaker 1: less attractive avatars chose less attractive partners to contact on 468 00:26:21,520 --> 00:26:23,920 Speaker 1: the dating site. And this would all seem to indicate 469 00:26:23,960 --> 00:26:27,280 Speaker 1: that the attractiveness of the virtual character, the avatar they'd 470 00:26:27,359 --> 00:26:31,600 Speaker 1: been given, was still shaping self perception and confidence and 471 00:26:31,680 --> 00:26:35,560 Speaker 1: behavior even after the players logged out and moved on 472 00:26:35,560 --> 00:26:38,760 Speaker 1: to other things. So we we are seeing the lingering 473 00:26:38,800 --> 00:26:42,359 Speaker 1: effects then of the virtual body. We are this is 474 00:26:42,359 --> 00:26:45,240 Speaker 1: the proteus effect in action. Well, I mean it makes 475 00:26:45,240 --> 00:26:47,919 Speaker 1: me wonder. So when I was in seventh grade or whatever, 476 00:26:48,280 --> 00:26:52,280 Speaker 1: and I was creating ridiculous looking wrestlers with like huge 477 00:26:52,400 --> 00:26:55,480 Speaker 1: legs and stuff to get beat down by stone cold 478 00:26:55,480 --> 00:26:57,680 Speaker 1: Steve Austin and my friends and I laughed and thought 479 00:26:57,680 --> 00:27:00,600 Speaker 1: it was funny. Did this follow me? How was different 480 00:27:00,680 --> 00:27:03,160 Speaker 1: after I stopped playing the game? Or was? I mean, 481 00:27:03,160 --> 00:27:05,840 Speaker 1: maybe it had no effect, But did this change who 482 00:27:05,880 --> 00:27:08,320 Speaker 1: I was when I was a little mill schooler. Huh, 483 00:27:08,560 --> 00:27:10,440 Speaker 1: I don't know. I mean, I'm having to go back 484 00:27:10,440 --> 00:27:13,880 Speaker 1: and think on my past a video game experience as well. 485 00:27:13,920 --> 00:27:17,400 Speaker 1: I mean, because when one issue that comes up specifically 486 00:27:17,680 --> 00:27:22,440 Speaker 1: deals with the use of sexy characters, especially that's sort 487 00:27:22,440 --> 00:27:27,720 Speaker 1: of sexy female characters that you often encounter in fantasy 488 00:27:27,720 --> 00:27:30,960 Speaker 1: and sci fi properties. You know, maybe it's the their 489 00:27:30,960 --> 00:27:34,720 Speaker 1: scantily dressed or we've all seen examples of this where 490 00:27:34,760 --> 00:27:38,080 Speaker 1: the uh, the male figure has more traditional armor and 491 00:27:38,160 --> 00:27:41,879 Speaker 1: the female figure has armor that makes no sense of 492 00:27:42,160 --> 00:27:45,800 Speaker 1: within the confines of an actual combat scenario. It's just 493 00:27:45,880 --> 00:27:50,080 Speaker 1: all about revealing the feminine form. Yeah, totally. I remember 494 00:27:50,119 --> 00:27:53,399 Speaker 1: before I was even aware, really, when I was much younger, 495 00:27:53,400 --> 00:27:56,040 Speaker 1: when I was not really aware yet of feminist critiques 496 00:27:56,080 --> 00:27:58,920 Speaker 1: of video games or anything like that. I do remember 497 00:27:58,920 --> 00:28:02,240 Speaker 1: seeing some of the character designs for female characters and 498 00:28:02,359 --> 00:28:05,040 Speaker 1: thinking my younger self, like that just doesn't make a 499 00:28:05,040 --> 00:28:06,880 Speaker 1: lot of sense. I don't think she would be very 500 00:28:06,880 --> 00:28:09,760 Speaker 1: warm in that. Yeah, but yeah, obviously this is a 501 00:28:09,760 --> 00:28:13,000 Speaker 1: big question in video game design and stuff like that. 502 00:28:13,040 --> 00:28:17,480 Speaker 1: The the objectification, especially of female bodies in these games 503 00:28:17,920 --> 00:28:20,880 Speaker 1: is a big cultural point to talk about. But the 504 00:28:20,920 --> 00:28:22,920 Speaker 1: idea of the proteus effect takes it a little bit 505 00:28:22,960 --> 00:28:26,320 Speaker 1: farther right. So it's not just an idea of how 506 00:28:26,440 --> 00:28:29,720 Speaker 1: women's bodies are represented in the games and to what 507 00:28:29,880 --> 00:28:34,520 Speaker 1: extent the way they're represented is empowering or disempowering, But 508 00:28:34,640 --> 00:28:37,160 Speaker 1: it also has to do with how it affects us 509 00:28:37,200 --> 00:28:41,520 Speaker 1: to play as these types of characters exactly. So I 510 00:28:41,600 --> 00:28:43,920 Speaker 1: ran across a paper that deals with this two thousand 511 00:28:43,960 --> 00:28:47,920 Speaker 1: twelve paper titled the Embodiment of Sexualized Virtual Selves, the 512 00:28:48,000 --> 00:28:53,120 Speaker 1: Proteus Effect and Experiences of Self Objectification via Avatars. This 513 00:28:53,200 --> 00:28:58,360 Speaker 1: is by Jesse Fox, Jeremy In Baylinson, and lose to Case. 514 00:28:58,920 --> 00:29:01,560 Speaker 1: So in this study, they took the proteus effect and 515 00:29:01,600 --> 00:29:05,160 Speaker 1: they studied it in the light of of two other 516 00:29:05,320 --> 00:29:09,400 Speaker 1: key factors. First of all, objectification theory. So this is 517 00:29:09,440 --> 00:29:14,600 Speaker 1: the idea that society treats women as depersonalized objects rather 518 00:29:14,680 --> 00:29:18,480 Speaker 1: than individuals mere sexual bodies, and that women come to 519 00:29:18,600 --> 00:29:22,880 Speaker 1: internalize this and learn to see and value themselves based 520 00:29:22,920 --> 00:29:26,880 Speaker 1: on their physical appearance. And this is known as self objectification. 521 00:29:27,600 --> 00:29:31,920 Speaker 1: And then the other is rape myth acceptance. So, simply put, 522 00:29:32,320 --> 00:29:35,920 Speaker 1: the acceptance of various myths concerning rape, most famously, that 523 00:29:36,080 --> 00:29:39,320 Speaker 1: dressing a certain way, going certain places, are behaving in 524 00:29:39,360 --> 00:29:42,719 Speaker 1: certain ways means that the woman is quote unquote asking 525 00:29:42,800 --> 00:29:45,479 Speaker 1: for it. It's like shifting the blame onto the victim 526 00:29:45,520 --> 00:29:48,080 Speaker 1: of the rape. Yeah, yeah, it's it's victim blaming, pure 527 00:29:48,120 --> 00:29:52,520 Speaker 1: and simple. It's it's repellent, and it's also truly damaging because, 528 00:29:52,560 --> 00:29:55,080 Speaker 1: as the authors point out, past studies have found that 529 00:29:55,160 --> 00:29:59,240 Speaker 1: women who accept these myths don't take proper precautions against grape, 530 00:29:59,560 --> 00:30:02,360 Speaker 1: and men who accept these myths are more likely to 531 00:30:02,400 --> 00:30:05,200 Speaker 1: commit rape. Okay, So the researchers here, they went into 532 00:30:05,200 --> 00:30:07,800 Speaker 1: their study with two predictions. First, they figured that the 533 00:30:07,920 --> 00:30:11,640 Speaker 1: use of sexualized avatars would result in more body related thoughts. 534 00:30:12,400 --> 00:30:15,640 Speaker 1: And then second, participants who wear a sexualized avatar will 535 00:30:15,680 --> 00:30:19,720 Speaker 1: express more rape myth acceptance or or r m A. Okay. 536 00:30:19,720 --> 00:30:21,760 Speaker 1: So the idea here is if you are given an 537 00:30:21,800 --> 00:30:26,160 Speaker 1: avatar in a virtual environment that that has all these 538 00:30:26,240 --> 00:30:30,880 Speaker 1: overtly sexualized features, that's designed in a sexually objectified way, 539 00:30:31,280 --> 00:30:36,160 Speaker 1: it's going to increase your self objectification and it's going 540 00:30:36,200 --> 00:30:39,640 Speaker 1: to increase the likelihood that you will accept these harmful 541 00:30:39,680 --> 00:30:42,960 Speaker 1: myths about rape. Right, It's basically one way of looking 542 00:30:43,000 --> 00:30:45,240 Speaker 1: at it is Okay, so you have an image of 543 00:30:44,880 --> 00:30:51,560 Speaker 1: a scantily clad eleven warrior, Okay, that depiction of even 544 00:30:51,600 --> 00:30:55,880 Speaker 1: a non human technically female form that is the at 545 00:30:55,920 --> 00:30:58,720 Speaker 1: least partially the result of all of this, these these 546 00:30:58,720 --> 00:31:02,360 Speaker 1: cultural energies, the cultural practices and beliefs that are taking 547 00:31:02,360 --> 00:31:07,600 Speaker 1: place and uh and sort of pressurizing this into form. 548 00:31:07,640 --> 00:31:10,480 Speaker 1: And then if you embody that form, then you are 549 00:31:10,640 --> 00:31:13,560 Speaker 1: subject to those uh, those pressures as well. If that 550 00:31:13,600 --> 00:31:15,560 Speaker 1: makes sense. Yeah, totally. A lot of the way the 551 00:31:15,560 --> 00:31:20,360 Speaker 1: proteus effect seems to work is by importing of stereotyped behavior. 552 00:31:21,000 --> 00:31:24,760 Speaker 1: So you there are stereotypes about how a person who 553 00:31:24,800 --> 00:31:27,560 Speaker 1: looks like X is supposed to behave When you're given 554 00:31:27,720 --> 00:31:31,040 Speaker 1: a character that looks like that looks like X to embody, 555 00:31:31,440 --> 00:31:35,000 Speaker 1: you begin behaving with those stereotypes in mind, yeah, and 556 00:31:35,000 --> 00:31:38,160 Speaker 1: and so and even subconsciously. It's not necessarily you know, 557 00:31:38,200 --> 00:31:42,200 Speaker 1: an avert practice practices going on here. So, this particular 558 00:31:42,200 --> 00:31:46,280 Speaker 1: study involved eighty six female participants from a West Coast university, 559 00:31:46,760 --> 00:31:50,000 Speaker 1: ages eighteen through forty one, and uh, it was a 560 00:31:50,040 --> 00:31:55,160 Speaker 1: reasonably racially diverse group as well. Why twenty four point 561 00:31:55,200 --> 00:31:58,280 Speaker 1: four percent Asian or Asian Americans, seven percent Black, too 562 00:31:58,600 --> 00:32:01,880 Speaker 1: point three percent Latino, two point three percent multi racial, 563 00:32:02,000 --> 00:32:05,120 Speaker 1: and five point eight percent other. And they were placed 564 00:32:05,160 --> 00:32:08,920 Speaker 1: in a fully immersive VR RIG. Participants had their photographs 565 00:32:08,920 --> 00:32:12,400 Speaker 1: taken with a digital camera for a presumably unrelated study 566 00:32:12,720 --> 00:32:16,720 Speaker 1: so that these could be worn as faces, essentially so 567 00:32:16,760 --> 00:32:20,920 Speaker 1: they could give their virtual avatar their own face and uh, 568 00:32:21,200 --> 00:32:24,480 Speaker 1: and they also allowed for others to uh to wear 569 00:32:24,560 --> 00:32:27,760 Speaker 1: an appropriately aged female face that was not their own. 570 00:32:28,320 --> 00:32:31,680 Speaker 1: So here's how the study went down. They were randomly 571 00:32:31,720 --> 00:32:36,080 Speaker 1: assigned to one of four conditions. Either a sexualized version 572 00:32:36,120 --> 00:32:41,000 Speaker 1: of themselves so it's it's their face but the sexualized 573 00:32:41,040 --> 00:32:44,640 Speaker 1: avatar body, a sexualized other where they're just in a 574 00:32:44,680 --> 00:32:47,640 Speaker 1: sexualized body but it's just somebody else's face on their 575 00:32:47,720 --> 00:32:51,960 Speaker 1: random character non sexualized self. So it's you and you know, 576 00:32:52,240 --> 00:32:54,680 Speaker 1: I guess you know, you're just dressed in normal virtual 577 00:32:54,720 --> 00:32:59,200 Speaker 1: clothing and then non sexualized other where you're a non 578 00:32:59,240 --> 00:33:02,120 Speaker 1: sexualized per some of the different face. And then they 579 00:33:02,120 --> 00:33:04,200 Speaker 1: had them interact with a male Well, first of all, 580 00:33:04,200 --> 00:33:06,160 Speaker 1: they had to look in a mirror to sort of 581 00:33:06,160 --> 00:33:08,840 Speaker 1: behold themselves, and then they interacted with a male character. 582 00:33:09,760 --> 00:33:14,360 Speaker 1: The researchers found that indeed, participants in sexualized conditions reported 583 00:33:14,400 --> 00:33:18,880 Speaker 1: significantly more body related thoughts. UH, So the face itself 584 00:33:18,920 --> 00:33:22,040 Speaker 1: had no effect there as for rape myth acceptance of 585 00:33:22,280 --> 00:33:24,920 Speaker 1: judged by the use of Bird's r m A scale 586 00:33:24,960 --> 00:33:29,320 Speaker 1: from UH which uses a series of questions, this is 587 00:33:29,320 --> 00:33:32,440 Speaker 1: what they They found out. Participants who wore the sexualized 588 00:33:32,480 --> 00:33:35,960 Speaker 1: self expressed greater r M A than participants with a 589 00:33:36,040 --> 00:33:39,360 Speaker 1: sexualized other, and there was no significant difference between the 590 00:33:39,400 --> 00:33:43,240 Speaker 1: two non sexualized m v our bodies. Well that's a 591 00:33:43,280 --> 00:33:46,960 Speaker 1: disturbing finding. Now, the authors and all this, they acknowledged 592 00:33:47,000 --> 00:33:49,960 Speaker 1: that this was a small study limited in scope. You know, 593 00:33:49,960 --> 00:33:54,000 Speaker 1: it's just less than a hundred women from a single college. 594 00:33:54,440 --> 00:33:57,360 Speaker 1: But they concluded from this that women can be affected 595 00:33:57,520 --> 00:34:01,000 Speaker 1: negatively by the avatars they wear and it can alter 596 00:34:01,120 --> 00:34:03,720 Speaker 1: their behavior both on and offline. I think that would 597 00:34:03,720 --> 00:34:05,840 Speaker 1: be an important thing to keep looking into and see 598 00:34:05,840 --> 00:34:08,359 Speaker 1: if you can replicate, because I mean, there are tons 599 00:34:08,360 --> 00:34:10,640 Speaker 1: of video games that, as you said, have these overtly 600 00:34:11,320 --> 00:34:15,279 Speaker 1: sexualized female bodies that characters or that players in body, 601 00:34:15,360 --> 00:34:17,680 Speaker 1: and if it leads to something as truly harmful as 602 00:34:17,719 --> 00:34:21,200 Speaker 1: acceptance of dangerous rape myths and victim blaming, this is 603 00:34:21,239 --> 00:34:24,080 Speaker 1: something that could have a very strong effect on society 604 00:34:24,120 --> 00:34:26,239 Speaker 1: and would be important to know. Yeah, and likewise I 605 00:34:26,520 --> 00:34:28,880 Speaker 1: would I would love to see more on the potential 606 00:34:28,920 --> 00:34:32,440 Speaker 1: effects on male players as well, because the argument here 607 00:34:32,480 --> 00:34:35,200 Speaker 1: is not that that females are wired in a weird 608 00:34:35,239 --> 00:34:38,600 Speaker 1: way and therefore are susceptible to this influence, susceptible to 609 00:34:39,000 --> 00:34:43,440 Speaker 1: like the sexual proteus effect. Obviously men would be susceptible 610 00:34:43,480 --> 00:34:47,280 Speaker 1: to this too, even though the stereotypes that are involved 611 00:34:47,320 --> 00:34:51,120 Speaker 1: in this particular study are very female centric. But maby 612 00:34:51,200 --> 00:34:53,200 Speaker 1: comes back to the wrestling games for instance. You know, 613 00:34:53,280 --> 00:34:56,160 Speaker 1: like what happens if a male player is then putting 614 00:34:56,160 --> 00:34:59,680 Speaker 1: their face on this body with this like ridiculous muscle 615 00:34:59,719 --> 00:35:03,480 Speaker 1: man Zeke and then engaging in physical violence uh with 616 00:35:03,600 --> 00:35:06,720 Speaker 1: a with another character, Like what what kind of protein 617 00:35:06,760 --> 00:35:09,160 Speaker 1: effect would that have on the individual? Yeah? I think 618 00:35:09,320 --> 00:35:12,920 Speaker 1: one thing that's not clear yet is how potentially strong 619 00:35:13,120 --> 00:35:16,640 Speaker 1: this effect is. Um. Now, there are obviously going to 620 00:35:16,719 --> 00:35:19,480 Speaker 1: be variables no matter what, even if we don't know 621 00:35:19,480 --> 00:35:21,440 Speaker 1: what they are yet, They're gonna be variables that make 622 00:35:21,520 --> 00:35:24,080 Speaker 1: this effect stronger or less strong to the extent that 623 00:35:24,160 --> 00:35:28,080 Speaker 1: it's true at all. But I wonder how potentially strong 624 00:35:28,360 --> 00:35:30,719 Speaker 1: is it? You know what I mean? Like at its 625 00:35:30,920 --> 00:35:33,600 Speaker 1: most strong, will it have a little bit of an 626 00:35:33,600 --> 00:35:36,200 Speaker 1: effect that we walk away with when we're done playing 627 00:35:36,239 --> 00:35:39,080 Speaker 1: the game? Or are there ways that you could tweak 628 00:35:39,120 --> 00:35:43,080 Speaker 1: and fine tune the gaming and avatar embodiment experience that 629 00:35:43,160 --> 00:35:48,080 Speaker 1: could have radical or revolutionary self editing types of effects? 630 00:35:48,320 --> 00:35:50,640 Speaker 1: You know? Like I'm almost wondering if there could be 631 00:35:50,680 --> 00:35:53,879 Speaker 1: like avatar therapy, Like you have a person who has 632 00:35:54,400 --> 00:35:58,839 Speaker 1: harmful or self destructive types of self perception issues, and 633 00:35:58,920 --> 00:36:02,640 Speaker 1: that with a finely tweaked virtual environment and finally tweaked 634 00:36:02,719 --> 00:36:06,560 Speaker 1: type of avatar, you could actually treat that sort of condition. Yeah, well, 635 00:36:06,600 --> 00:36:08,200 Speaker 1: I mean it just wouldn't be the first time people 636 00:36:08,239 --> 00:36:13,440 Speaker 1: have proposed treating or studied the treatment of various ailments 637 00:36:13,440 --> 00:36:16,480 Speaker 1: through virtual reality. Different studies into the use of virtuality 638 00:36:16,520 --> 00:36:20,680 Speaker 1: to treat nicotine addiction, for example, or a post traumatic 639 00:36:20,719 --> 00:36:24,600 Speaker 1: stress disorders. So, uh, I mean that's one of the 640 00:36:24,680 --> 00:36:27,120 Speaker 1: things about virtual reality is that there's there, there are 641 00:36:27,120 --> 00:36:31,440 Speaker 1: a number of possibilities there beyond mirror entertainment or distraction. 642 00:36:32,000 --> 00:36:34,520 Speaker 1: And uh and we should probably cover more of them 643 00:36:34,560 --> 00:36:36,879 Speaker 1: on the show. I feel like we've we haven't really 644 00:36:36,920 --> 00:36:39,920 Speaker 1: touched on VR and in quite a while. Yeah. Absolutely. Now, 645 00:36:39,960 --> 00:36:41,799 Speaker 1: one thing I've read along these lines is that I 646 00:36:41,800 --> 00:36:44,759 Speaker 1: came across the study from fourteen applying the idea of 647 00:36:44,800 --> 00:36:49,200 Speaker 1: the proteus effect to the idea of exercise games. So 648 00:36:49,360 --> 00:36:53,480 Speaker 1: this was a study published by Benjamin Lee at All 649 00:36:53,560 --> 00:36:57,400 Speaker 1: in Games for Health Research, Development and Clinical Applications. So 650 00:36:57,480 --> 00:37:00,960 Speaker 1: this was a study about exercise as games and how 651 00:37:01,000 --> 00:37:04,239 Speaker 1: they can be used to try to encourage fitness behaviors 652 00:37:04,239 --> 00:37:07,800 Speaker 1: and children. And study was called we Myself and Size 653 00:37:08,760 --> 00:37:12,120 Speaker 1: the influence of proteus effect and stereotype threat on overweight 654 00:37:12,200 --> 00:37:15,680 Speaker 1: children's exercise motivation and behavior and excer games. So this 655 00:37:15,719 --> 00:37:17,160 Speaker 1: is going to be one example of the kind of 656 00:37:17,160 --> 00:37:19,879 Speaker 1: thing I was just talking about, right, like taking advantage 657 00:37:19,920 --> 00:37:24,000 Speaker 1: of the proteus effect to try to optimize people's performance 658 00:37:24,040 --> 00:37:26,759 Speaker 1: and self improvement behaviors. And the idea here is that 659 00:37:27,040 --> 00:37:30,440 Speaker 1: if you can get children to exercise more based on 660 00:37:30,560 --> 00:37:34,600 Speaker 1: exercise video games by using different types of avatars. So 661 00:37:34,960 --> 00:37:37,799 Speaker 1: they tested a hundred and forty children between nine and 662 00:37:37,840 --> 00:37:41,560 Speaker 1: twelve years of age who were overweight. The dependent variables 663 00:37:41,600 --> 00:37:46,840 Speaker 1: they tested were exercise attitudes of the children, exercise motivation 664 00:37:46,920 --> 00:37:51,160 Speaker 1: that was platform specific, specifically like how motivated are you 665 00:37:51,200 --> 00:37:54,200 Speaker 1: to exercise on this we game you've got, and then 666 00:37:54,239 --> 00:37:58,239 Speaker 1: finally their their performance inside the exercise game, And what 667 00:37:58,360 --> 00:38:01,719 Speaker 1: they ultimately claimed to find is that overweight children who 668 00:38:01,719 --> 00:38:07,520 Speaker 1: were given avatars that looked overweight performed worse compared to 669 00:38:07,760 --> 00:38:11,360 Speaker 1: children who were given avatars of a normal body size. 670 00:38:11,719 --> 00:38:14,440 Speaker 1: So if you're given an avatar that looks fitter, that 671 00:38:14,600 --> 00:38:18,360 Speaker 1: looks healthier, you do better in all four of the 672 00:38:18,400 --> 00:38:22,560 Speaker 1: dependent variable categories. And they also tested stuff about stereotype 673 00:38:22,600 --> 00:38:26,520 Speaker 1: threat like whether giving these children negative stereotypes about exercise 674 00:38:26,600 --> 00:38:30,840 Speaker 1: motivation and overweight children would hurt their performance, and that 675 00:38:30,960 --> 00:38:33,919 Speaker 1: also did seem to matter. So it turns out that 676 00:38:34,000 --> 00:38:36,960 Speaker 1: you don't want to give children negative stereotypes about how 677 00:38:36,960 --> 00:38:39,480 Speaker 1: they might perform in these video games if you want 678 00:38:39,480 --> 00:38:42,279 Speaker 1: them to do better. But also just changing what the 679 00:38:42,320 --> 00:38:45,960 Speaker 1: avatar they use looks like can really matter in how 680 00:38:46,000 --> 00:38:50,359 Speaker 1: they do with exercise motivation and exercise performance in the games. Well, 681 00:38:50,400 --> 00:38:53,200 Speaker 1: I've never played a fitness video game per se, but 682 00:38:53,360 --> 00:38:55,040 Speaker 1: I can I can second see where that would that 683 00:38:55,040 --> 00:38:57,640 Speaker 1: would happen effect. Yet again, I want to ask the 684 00:38:57,719 --> 00:39:00,920 Speaker 1: question I asked a minute ago. I wonder, to whatever 685 00:39:01,000 --> 00:39:05,279 Speaker 1: extent this effect is real, how strong could it possibly be? 686 00:39:06,160 --> 00:39:08,120 Speaker 1: Like is the most you could hope for that you'll 687 00:39:08,160 --> 00:39:11,160 Speaker 1: get a slight improvement with this kind of thing? Or 688 00:39:11,200 --> 00:39:14,080 Speaker 1: could you tweak and keep testing these types of avatar 689 00:39:14,239 --> 00:39:18,120 Speaker 1: changes until you find just the right formula to really 690 00:39:18,160 --> 00:39:20,600 Speaker 1: make a huge difference in the way people's brains work 691 00:39:20,640 --> 00:39:25,319 Speaker 1: in these tasks. Yea. Indeed. Indeed, another interesting way that 692 00:39:25,719 --> 00:39:29,520 Speaker 1: I found this being studied was the idea of performing 693 00:39:29,920 --> 00:39:35,600 Speaker 1: stereotyped gendered behaviors in video games based on the gender 694 00:39:35,640 --> 00:39:38,799 Speaker 1: of the avatar you're you've you've been given, so they're 695 00:39:39,000 --> 00:39:43,320 Speaker 1: stereotypes about how certain genders should behave in video games. 696 00:39:43,320 --> 00:39:47,240 Speaker 1: One would be that there's a stereotype that females would 697 00:39:47,760 --> 00:39:49,880 Speaker 1: like in a in a battle game where you're like 698 00:39:49,920 --> 00:39:53,239 Speaker 1: dealing damaged to enemies and then performing healing spells or 699 00:39:53,280 --> 00:39:55,880 Speaker 1: something like that, where you're healing yourself and healing others. 700 00:39:56,000 --> 00:39:59,280 Speaker 1: This would be a massive multiplayer online deal where you're 701 00:39:59,400 --> 00:40:04,239 Speaker 1: you're playing with other human players yea in the virtual realm. Yeah, 702 00:40:04,239 --> 00:40:06,359 Speaker 1: So imagine a game like World of war Craft or something. 703 00:40:06,400 --> 00:40:08,400 Speaker 1: You can you can like hack at the monster, you 704 00:40:08,400 --> 00:40:12,000 Speaker 1: can heal yourself, and the stereotype would say that, well, 705 00:40:12,400 --> 00:40:14,880 Speaker 1: male players are gonna hack more and heal less, and 706 00:40:14,920 --> 00:40:17,560 Speaker 1: that female players are gonna heal more and hack less 707 00:40:17,800 --> 00:40:20,799 Speaker 1: to whatever. That that might not be true about real 708 00:40:20,840 --> 00:40:23,239 Speaker 1: performance with gender identity at all, but that's like the 709 00:40:23,239 --> 00:40:27,480 Speaker 1: stereotyped idea. And it turns out that players that that 710 00:40:27,560 --> 00:40:31,120 Speaker 1: difference doesn't appear so much in the actual gender identities 711 00:40:31,160 --> 00:40:35,160 Speaker 1: of players, but it does appear more so with the 712 00:40:35,360 --> 00:40:39,360 Speaker 1: virtual identities of characters. So whether or not the player 713 00:40:39,560 --> 00:40:43,480 Speaker 1: is actually actually identifies as male or female, the character 714 00:40:43,640 --> 00:40:47,239 Speaker 1: that they're playing as in the game will conform to 715 00:40:47,320 --> 00:40:51,720 Speaker 1: those stereotyped behaviors. More like people playing as virtual female 716 00:40:51,800 --> 00:40:55,920 Speaker 1: characters heal more interesting. Huh. You know, I can't help 717 00:40:55,960 --> 00:40:59,240 Speaker 1: but think again about about sky Rim as an example 718 00:41:00,000 --> 00:41:02,120 Speaker 1: of a possible example, or at least in an area 719 00:41:02,160 --> 00:41:04,480 Speaker 1: for steady and all of this where you have uh, 720 00:41:04,520 --> 00:41:08,640 Speaker 1: these various uh official expansions that came out that allowed 721 00:41:08,680 --> 00:41:12,800 Speaker 1: your character to not only marry, but to adopt children 722 00:41:12,840 --> 00:41:16,040 Speaker 1: and essentially grow a family in this game that's mostly 723 00:41:16,080 --> 00:41:20,239 Speaker 1: about killing monsters and exploring, uh, you know, to what 724 00:41:20,360 --> 00:41:23,960 Speaker 1: extent does uh does the proteus effect rear? It's it's 725 00:41:24,040 --> 00:41:26,319 Speaker 1: ugly head here as well. But indeed, could a game 726 00:41:26,360 --> 00:41:29,000 Speaker 1: like Skyrim make you a better parent? I don't know. 727 00:41:29,080 --> 00:41:31,160 Speaker 1: I mean, that's a good question. I come back to 728 00:41:31,280 --> 00:41:34,319 Speaker 1: something that this is obviously not very original idea. People 729 00:41:34,360 --> 00:41:36,720 Speaker 1: have been asking this ever since the days of Doom 730 00:41:36,880 --> 00:41:39,919 Speaker 1: and stuff in the nineties. But I wonder about the 731 00:41:39,960 --> 00:41:45,400 Speaker 1: proteus effect like effects of first person shooters. I admit 732 00:41:45,440 --> 00:41:48,000 Speaker 1: I'm not a big fan of many first person shooters. 733 00:41:48,000 --> 00:41:49,600 Speaker 1: The few that I like, you know, I like like 734 00:41:49,640 --> 00:41:53,400 Speaker 1: the Bioshot games because they've got interesting environments and storylines 735 00:41:53,440 --> 00:41:56,479 Speaker 1: and stuff. But generally I don't really like games where 736 00:41:56,480 --> 00:41:59,600 Speaker 1: you just become a gun and you're just walking around 737 00:41:59,600 --> 00:42:02,280 Speaker 1: in all you are is a gun poking into the world, 738 00:42:02,480 --> 00:42:05,239 Speaker 1: and then that gun shoots. Well there's something kind of 739 00:42:05,239 --> 00:42:09,560 Speaker 1: holy in American about that. But uh, but yeah, I 740 00:42:09,560 --> 00:42:11,879 Speaker 1: can't think of many games like that that I find 741 00:42:11,960 --> 00:42:15,359 Speaker 1: very enjoyable. I don't even bother with them generally now, 742 00:42:15,400 --> 00:42:19,360 Speaker 1: but there's something about the embodiment as a gun that 743 00:42:19,480 --> 00:42:23,719 Speaker 1: has kind of creepy proteus effect implications. Oh well, I 744 00:42:23,719 --> 00:42:25,799 Speaker 1: mean we could, we could go to an entire tangent there, 745 00:42:25,840 --> 00:42:28,360 Speaker 1: because on one hand, a gun is a tool that 746 00:42:28,480 --> 00:42:30,799 Speaker 1: you hold in the reel, and when you hold a 747 00:42:30,840 --> 00:42:34,080 Speaker 1: gun or any tool in the real your body schema 748 00:42:34,120 --> 00:42:38,040 Speaker 1: adjust to its presence and that tool or weapon, that gun, 749 00:42:38,120 --> 00:42:40,960 Speaker 1: that sword, it becomes an extension of your body. Yeah, 750 00:42:40,960 --> 00:42:43,400 Speaker 1: but in these games, it's all you see of your body. 751 00:42:43,440 --> 00:42:45,520 Speaker 1: It's the only part of you there is. We need 752 00:42:45,560 --> 00:42:47,400 Speaker 1: to play some of the updated ones because like the 753 00:42:47,480 --> 00:42:49,680 Speaker 1: latest Doom, your arms are in there because you're you're 754 00:42:49,719 --> 00:42:52,680 Speaker 1: ripping open the heads of demons, stopping their faces and 755 00:42:52,680 --> 00:42:56,799 Speaker 1: all sorts of of gory effects. Now, at the same 756 00:42:56,840 --> 00:42:59,160 Speaker 1: time that I think all this is interesting to wonder about, 757 00:42:59,200 --> 00:43:02,520 Speaker 1: I don't want to over speculator oversell confidence on video 758 00:43:02,520 --> 00:43:05,719 Speaker 1: game panic because I haven't seen any convincing evidence that 759 00:43:06,160 --> 00:43:08,200 Speaker 1: like playing a first person shooter or makes you a 760 00:43:08,280 --> 00:43:11,480 Speaker 1: killer or anything like that. But but it does make 761 00:43:11,520 --> 00:43:13,600 Speaker 1: you think. All right, well that note, We're gonna take 762 00:43:13,600 --> 00:43:15,319 Speaker 1: one more break, and when we come back, we have 763 00:43:15,520 --> 00:43:18,760 Speaker 1: a few a few additional ideas I want to share 764 00:43:18,800 --> 00:43:24,440 Speaker 1: in some closing thoughts. Alright, we're back. So we were 765 00:43:24,480 --> 00:43:28,120 Speaker 1: talking about violent video games and games where you become 766 00:43:28,160 --> 00:43:31,640 Speaker 1: a gun or a murderous space marine, or or you know, 767 00:43:31,719 --> 00:43:36,080 Speaker 1: any number of of variations on this theme. And uh, 768 00:43:36,280 --> 00:43:39,640 Speaker 1: I actually ran across a piece in Ian magazine, which 769 00:43:39,680 --> 00:43:44,560 Speaker 1: we we frequently cite. They have a wonderful uh storehouse 770 00:43:44,640 --> 00:43:49,760 Speaker 1: of of essays about a variety of topics, always thought provoking. Yeah, 771 00:43:49,840 --> 00:43:54,200 Speaker 1: and this was this one by Angela Buckingham makes the 772 00:43:54,280 --> 00:43:57,920 Speaker 1: case that murder should be illegal in virtual reality as 773 00:43:57,960 --> 00:44:01,040 Speaker 1: well as you know, our actual reality, and she uses 774 00:44:01,040 --> 00:44:03,840 Speaker 1: the produce effect to make her case. Yeah, So I 775 00:44:03,880 --> 00:44:05,799 Speaker 1: just wanted to read one quick quote from it. She says, 776 00:44:06,120 --> 00:44:09,200 Speaker 1: in an immersive virtual environment, what will it be like 777 00:44:09,360 --> 00:44:14,120 Speaker 1: to kill? Surely a terrifying, electrifying, even thrilling experience. But 778 00:44:14,239 --> 00:44:18,560 Speaker 1: by embodying killers, we risk making violence more tantalizing, training 779 00:44:18,600 --> 00:44:23,360 Speaker 1: ourselves in cruelty, and normalizing aggression. The possibility of building 780 00:44:23,640 --> 00:44:26,520 Speaker 1: fantasy worlds excites me as a filmmaker, but as a 781 00:44:26,600 --> 00:44:29,520 Speaker 1: human being, I think we must be wary. Now. I 782 00:44:29,520 --> 00:44:32,040 Speaker 1: can hear all of the video game players out there 783 00:44:32,040 --> 00:44:35,240 Speaker 1: in the audience saying like, no, don't limit my freedom. 784 00:44:35,480 --> 00:44:38,359 Speaker 1: You know, well you'll you'll say like, hold on, I've 785 00:44:38,360 --> 00:44:41,440 Speaker 1: played lots of violent video games that are highly realistic, 786 00:44:41,520 --> 00:44:44,360 Speaker 1: and you do all kinds of fighting and destruction and killing. 787 00:44:44,680 --> 00:44:47,279 Speaker 1: But I'm a perfectly peaceful person. I would never want 788 00:44:47,280 --> 00:44:49,839 Speaker 1: to hurt anybody. Uh, you know, you want to use 789 00:44:49,840 --> 00:44:54,360 Speaker 1: your yourself as the anecdotal example against what she's arguing. 790 00:44:54,400 --> 00:44:56,279 Speaker 1: But while I'm not saying I agree with her, I 791 00:44:56,280 --> 00:44:59,480 Speaker 1: think we should take this idea seriously. Yeah, it's something 792 00:44:59,520 --> 00:45:02,560 Speaker 1: to think about that, the idea that as games become 793 00:45:02,600 --> 00:45:06,719 Speaker 1: more realistic, as the way we embody the characters we 794 00:45:06,800 --> 00:45:11,040 Speaker 1: play in them becomes more immersive and more compelling, the 795 00:45:11,160 --> 00:45:16,280 Speaker 1: proteus effects that they produce could become stronger and stronger. Yeah. 796 00:45:16,320 --> 00:45:20,160 Speaker 1: And in this uh, this essay, Buckingham references the work 797 00:45:20,200 --> 00:45:24,080 Speaker 1: of German philosopher Thomas Metzinger, and uh, and I looked 798 00:45:24,160 --> 00:45:26,400 Speaker 1: up an interview with him from two thousands sixteen and 799 00:45:26,440 --> 00:45:28,680 Speaker 1: New Scientists. So I'm gonna read this, but I want 800 00:45:28,680 --> 00:45:31,560 Speaker 1: to drive home before I even read it. That Metzinger 801 00:45:31,760 --> 00:45:34,440 Speaker 1: is not a Luddite. He's not opposed to VR. He's 802 00:45:34,480 --> 00:45:37,880 Speaker 1: expressed excitement for the possibilities of VR. But he is 803 00:45:37,920 --> 00:45:41,239 Speaker 1: just saying, let us, let us be cautious, let us 804 00:45:41,280 --> 00:45:44,720 Speaker 1: study what is happening as we procede. He says, quote, 805 00:45:44,960 --> 00:45:49,080 Speaker 1: there may be a risk of depersonalization, whereafter an extended 806 00:45:49,080 --> 00:45:52,520 Speaker 1: immersion in a virtual environment, your physical body may seem 807 00:45:52,560 --> 00:45:55,840 Speaker 1: unreal to you. Fully immersive experiences have a bigger and 808 00:45:55,880 --> 00:45:59,520 Speaker 1: more lasting impact on people's behavior. In psychology, we know 809 00:45:59,760 --> 00:46:02,160 Speaker 1: from a rubber hand illusion that our brains can be 810 00:46:02,200 --> 00:46:05,480 Speaker 1: fooled into thinking that an inanimate rubber hand is our own. 811 00:46:05,920 --> 00:46:08,880 Speaker 1: In v our environments, we can be fooled into thinking 812 00:46:08,880 --> 00:46:12,879 Speaker 1: that we are our avatars. Consumers must understand that not 813 00:46:13,040 --> 00:46:15,759 Speaker 1: all of the risks are known in advance. There may 814 00:46:15,800 --> 00:46:18,600 Speaker 1: be a tiny percentage of the population that has a 815 00:46:18,640 --> 00:46:23,440 Speaker 1: certain psychiatric vulnerability, such that binging on VR may result 816 00:46:23,640 --> 00:46:28,720 Speaker 1: in a prolonged psychotic episode. One can only speculate. Yet again, 817 00:46:28,760 --> 00:46:31,320 Speaker 1: I think that is an idea worth taking very seriously. 818 00:46:31,360 --> 00:46:35,319 Speaker 1: Now you can cite the examples, uh, the anecdotes of 819 00:46:35,560 --> 00:46:37,839 Speaker 1: you know, I and my friends. We we play these 820 00:46:37,920 --> 00:46:40,040 Speaker 1: video games. We play violent games, so we would never 821 00:46:40,040 --> 00:46:42,240 Speaker 1: heard a fly. We're you know, we're very nice people, 822 00:46:42,640 --> 00:46:46,440 Speaker 1: but you are. They're taking a small sample. When you 823 00:46:46,480 --> 00:46:51,120 Speaker 1: apply these stimuli to vast populations, it's possible that some 824 00:46:51,320 --> 00:46:55,360 Speaker 1: subset of the population could have very strong responses to them. 825 00:46:55,400 --> 00:46:58,600 Speaker 1: I mean, certainly we see this with responses to other 826 00:46:58,680 --> 00:47:00,640 Speaker 1: forms of media. Yeah, I mean we know that some 827 00:47:00,680 --> 00:47:04,000 Speaker 1: people were more vulnerable to queuing than others, and are 828 00:47:04,040 --> 00:47:09,520 Speaker 1: more susceptible to influences from from fiction, from movies, from music, etcetera. 829 00:47:09,640 --> 00:47:12,120 Speaker 1: So I think it's interesting that he invokes the idea 830 00:47:12,120 --> 00:47:16,000 Speaker 1: of the rubber hand illusion. If you've never seen this research, 831 00:47:16,239 --> 00:47:18,120 Speaker 1: you should look up some of these videos on YouTube 832 00:47:18,200 --> 00:47:21,920 Speaker 1: or even try it yourself where you can. You can 833 00:47:22,120 --> 00:47:25,520 Speaker 1: put two hands on a table and one of them 834 00:47:25,680 --> 00:47:27,560 Speaker 1: is your real hand, in the other hand is a 835 00:47:27,560 --> 00:47:31,880 Speaker 1: fake hand that's not actually yours, and somebody like maybe 836 00:47:31,920 --> 00:47:34,879 Speaker 1: like strokes both hands or something long enough to give 837 00:47:34,920 --> 00:47:38,040 Speaker 1: you to get you to start imagining that the fake 838 00:47:38,120 --> 00:47:40,920 Speaker 1: hand is also your real hand. Then if you hit 839 00:47:40,960 --> 00:47:43,399 Speaker 1: that fake hand with a hammer, people will freak out. 840 00:47:44,000 --> 00:47:47,200 Speaker 1: They for a second they think it's their actual hand. Yeah. 841 00:47:47,600 --> 00:47:49,719 Speaker 1: And this is another case where I'd love to hear 842 00:47:49,800 --> 00:47:53,480 Speaker 1: from listeners who have more experience with with VR video games, 843 00:47:53,480 --> 00:47:55,640 Speaker 1: for instance, than we do. UH. For instance, I know 844 00:47:55,680 --> 00:47:58,400 Speaker 1: we're both fans of the The Alien Isolation game that 845 00:47:58,440 --> 00:48:01,080 Speaker 1: came out a few years back. It's my understanding that 846 00:48:01,200 --> 00:48:04,480 Speaker 1: one can play that in a virtual environment, which sounds 847 00:48:04,480 --> 00:48:07,680 Speaker 1: absolutely terrifying because when I played that game, I felt 848 00:48:07,680 --> 00:48:11,520 Speaker 1: like I was I was actually hiding in uh in 849 00:48:11,560 --> 00:48:14,600 Speaker 1: a locker, waiting for the xenomorph to pass. I can't 850 00:48:14,600 --> 00:48:19,680 Speaker 1: imagine playing it in a more personal virtual environment. That's 851 00:48:19,680 --> 00:48:22,200 Speaker 1: an interesting game because, as we talk about proteus effects 852 00:48:22,239 --> 00:48:25,680 Speaker 1: in the way they change our brains, lots of first 853 00:48:25,680 --> 00:48:28,600 Speaker 1: person games, as we were talking about earlier, are very 854 00:48:28,840 --> 00:48:31,160 Speaker 1: The character has a lot of agency and commits a 855 00:48:31,160 --> 00:48:34,080 Speaker 1: lot of violence. Maybe and it's very uh, I don't know, 856 00:48:34,160 --> 00:48:37,280 Speaker 1: powerful and dominant. When you're you're in doom or something 857 00:48:37,320 --> 00:48:39,120 Speaker 1: and you become a gun and you're just killing all 858 00:48:39,120 --> 00:48:42,920 Speaker 1: these monsters in this Alien game and some other recent 859 00:48:43,000 --> 00:48:46,360 Speaker 1: generation of horror games. You're very powerless. You have nothing 860 00:48:46,440 --> 00:48:48,880 Speaker 1: you can really do to beat the monster. It's a 861 00:48:49,040 --> 00:48:52,040 Speaker 1: it's a it's about hiding, and it's about cleverness and 862 00:48:52,120 --> 00:48:56,359 Speaker 1: powerlessness and how to to sneak away and survive. And 863 00:48:56,440 --> 00:48:58,680 Speaker 1: it's a very different type of experience than a lot 864 00:48:58,719 --> 00:49:01,160 Speaker 1: of other games of this generation. Yeah, and it really 865 00:49:01,239 --> 00:49:04,200 Speaker 1: more more fitting with the human condition. Right. We don't 866 00:49:04,239 --> 00:49:08,360 Speaker 1: succeed in life by being just unstoppable killing machines. We 867 00:49:08,360 --> 00:49:10,479 Speaker 1: we do it by by hiding in lockers and under 868 00:49:10,480 --> 00:49:15,520 Speaker 1: tables and waiting till the danger passes and holding your breath. 869 00:49:15,640 --> 00:49:18,319 Speaker 1: That's right, you gotta hold your breath. It's always important. Now. 870 00:49:18,360 --> 00:49:19,759 Speaker 1: I guess one thing we could say here is that 871 00:49:19,800 --> 00:49:22,120 Speaker 1: we've sort of strayed a little bit from the core 872 00:49:22,239 --> 00:49:24,400 Speaker 1: of the Proteus effects, because we've gone on to just 873 00:49:24,480 --> 00:49:27,560 Speaker 1: talk about how the whole game mechanics, you know, everything 874 00:49:27,600 --> 00:49:30,160 Speaker 1: about a video game can change the way we think 875 00:49:30,239 --> 00:49:33,080 Speaker 1: the things you have to do in it, the you know, 876 00:49:33,160 --> 00:49:36,520 Speaker 1: the type of visual experience it is. But to bring 877 00:49:36,520 --> 00:49:39,640 Speaker 1: it back to the idea of the avatar itself, not 878 00:49:39,760 --> 00:49:42,680 Speaker 1: what the game is, but the the appearance and the 879 00:49:43,040 --> 00:49:46,239 Speaker 1: and the attributes of the character you play as, and 880 00:49:46,360 --> 00:49:49,440 Speaker 1: how that can shape your mind. I am brought to 881 00:49:49,480 --> 00:49:52,480 Speaker 1: a question that goes outside of virtual environments, or maybe 882 00:49:52,560 --> 00:49:55,080 Speaker 1: goes actually to get back to the very place we started, 883 00:49:55,400 --> 00:49:58,600 Speaker 1: the analogy between virtual environments and the only thing like 884 00:49:58,760 --> 00:50:04,080 Speaker 1: them in in prehistory being being the imagination. Robert, I'm 885 00:50:04,080 --> 00:50:08,879 Speaker 1: curious if in your Dungeons and Dragons experiences you've ever 886 00:50:08,920 --> 00:50:12,440 Speaker 1: seen anything like the proteus effect, Like do the characters 887 00:50:12,520 --> 00:50:16,400 Speaker 1: people create for a D and D session change the 888 00:50:16,440 --> 00:50:20,359 Speaker 1: way the players themselves behave once even once they leave 889 00:50:20,440 --> 00:50:24,279 Speaker 1: the game, even when not explicitly role playing, Like does 890 00:50:24,320 --> 00:50:28,480 Speaker 1: a person playing a lawful good paladin take a break 891 00:50:28,520 --> 00:50:32,479 Speaker 1: to order pizza differently from that same player if they're 892 00:50:32,480 --> 00:50:37,480 Speaker 1: currently running some chaotic evil beasts that eats people. That's 893 00:50:37,480 --> 00:50:40,680 Speaker 1: a great question, um, I have to say I will. 894 00:50:40,719 --> 00:50:43,480 Speaker 1: First of all, there are different types of players, and 895 00:50:43,560 --> 00:50:46,000 Speaker 1: some get into the role playing aspect of it more 896 00:50:46,040 --> 00:50:50,760 Speaker 1: than others. The people I play with, none of them, 897 00:50:50,880 --> 00:50:53,759 Speaker 1: none of them are using a chaotic evil character, or 898 00:50:54,320 --> 00:50:58,759 Speaker 1: like every everybody's character seems to be a partial extension 899 00:50:58,760 --> 00:51:02,400 Speaker 1: of their own personality, but maybe they're leaning into certain 900 00:51:02,440 --> 00:51:06,239 Speaker 1: things more than others. Like one player, it was more 901 00:51:06,680 --> 00:51:09,680 Speaker 1: was very argumentative as his character, but he's also a 902 00:51:09,680 --> 00:51:12,840 Speaker 1: little bit argumentative in life, right, but maybe he was 903 00:51:12,840 --> 00:51:15,439 Speaker 1: a little more argumentative when when he was playing his character. 904 00:51:15,480 --> 00:51:19,160 Speaker 1: Another plays a character that is a that is kind 905 00:51:19,160 --> 00:51:22,000 Speaker 1: of gregarious, and I could see sometimes I see him 906 00:51:22,040 --> 00:51:25,120 Speaker 1: behaving in a gregarious way that seems like an extension 907 00:51:25,160 --> 00:51:27,279 Speaker 1: of his character. But it's kind of a chicken and 908 00:51:27,320 --> 00:51:30,560 Speaker 1: egg scenario. They're right, you know, are they They're not 909 00:51:30,680 --> 00:51:34,360 Speaker 1: necessarily acting out in a way that is different from themselves. 910 00:51:34,440 --> 00:51:38,120 Speaker 1: They're just sort of leaning into this, uh, this this 911 00:51:38,280 --> 00:51:40,800 Speaker 1: version of who they already are. Well, another way to 912 00:51:40,880 --> 00:51:44,240 Speaker 1: think about that is that they could actually be using 913 00:51:44,440 --> 00:51:46,840 Speaker 1: some version of the proteus effect. A little bit different 914 00:51:46,880 --> 00:51:49,000 Speaker 1: because it's not in virtual environments, but let's let's go 915 00:51:49,040 --> 00:51:52,479 Speaker 1: back to a virtual environment. I think people could use 916 00:51:52,640 --> 00:51:58,080 Speaker 1: some version of the proteus effect to essentially intentionally edit 917 00:51:58,160 --> 00:52:01,279 Speaker 1: to their own personality. You know, it's kind of hard 918 00:52:01,320 --> 00:52:03,680 Speaker 1: to change who you are, but I would say that 919 00:52:03,760 --> 00:52:07,680 Speaker 1: the most sure fire way to make changes to yourself 920 00:52:07,960 --> 00:52:11,520 Speaker 1: is not through thinking about them, but through doing things 921 00:52:11,680 --> 00:52:13,920 Speaker 1: right if you want to change who you are, change 922 00:52:13,920 --> 00:52:17,640 Speaker 1: your behavior first, and your nature will follow. And and 923 00:52:17,640 --> 00:52:19,360 Speaker 1: to that point, I have to say that the people 924 00:52:19,400 --> 00:52:21,719 Speaker 1: that I've played with, they tend to they tend to 925 00:52:21,800 --> 00:52:24,840 Speaker 1: want to be noble. They want to they want to 926 00:52:24,840 --> 00:52:28,160 Speaker 1: be the heroes of the story and and save the day, 927 00:52:28,239 --> 00:52:29,840 Speaker 1: which is great because that's the kind of game I 928 00:52:29,880 --> 00:52:33,399 Speaker 1: want to play. Uh And in d M, I don't 929 00:52:33,440 --> 00:52:36,160 Speaker 1: really want to d M a game where everyone is 930 00:52:36,200 --> 00:52:39,480 Speaker 1: a is a marauding jerk quad, right and they're just 931 00:52:39,840 --> 00:52:42,759 Speaker 1: tearing apart towns, because then that does begin to feel 932 00:52:42,800 --> 00:52:45,760 Speaker 1: a little icky, I would think. But but then again, 933 00:52:46,120 --> 00:52:47,799 Speaker 1: I would love to hear from anyone out there who's 934 00:52:47,800 --> 00:52:49,520 Speaker 1: been in a game like that. Have you have you 935 00:52:49,600 --> 00:52:54,120 Speaker 1: been in a chaotic evil essentially? Like like maybe there's 936 00:52:54,200 --> 00:52:57,480 Speaker 1: a there's a Blood Meridian role playing montule out there 937 00:52:58,080 --> 00:53:00,480 Speaker 1: that people are really crazy about and you can tell 938 00:53:00,480 --> 00:53:02,840 Speaker 1: me about it that I for one would not want 939 00:53:02,880 --> 00:53:06,600 Speaker 1: to run or participate in in the Blood Cormick McCarthy 940 00:53:06,640 --> 00:53:09,920 Speaker 1: Blood Meridian Dungeons and Dragons kind of campaign. And then 941 00:53:10,000 --> 00:53:14,000 Speaker 1: everybody just fights over whether they get to be Judge Holden. Yeah, Well, 942 00:53:14,040 --> 00:53:16,440 Speaker 1: I mean I would hope Judge Holden is an MPC. 943 00:53:16,600 --> 00:53:18,480 Speaker 1: But yeah, well, but that's an idea, Like you just 944 00:53:18,520 --> 00:53:23,560 Speaker 1: have a party of Judge Holden's rolling around horrible, Why 945 00:53:23,560 --> 00:53:26,160 Speaker 1: would that be even fun? Don't know, I don't know, 946 00:53:26,200 --> 00:53:28,840 Speaker 1: But okay, So I was talking about the idea of 947 00:53:28,960 --> 00:53:32,000 Speaker 1: editing the self. Now you can imagine to whatever extent 948 00:53:32,040 --> 00:53:35,080 Speaker 1: the proteus effect is real, and that you could exploit 949 00:53:35,120 --> 00:53:40,120 Speaker 1: it to intentionally edit your own personality in a direction 950 00:53:40,160 --> 00:53:43,000 Speaker 1: of your choosing. Right, So you could say, like, what 951 00:53:43,080 --> 00:53:47,080 Speaker 1: if I want to be a character more like X, 952 00:53:47,320 --> 00:53:51,520 Speaker 1: you could intentionally seek out virtual environments where you have 953 00:53:51,680 --> 00:53:56,080 Speaker 1: to play as a character who has those attributes you're seeking. Essentially, 954 00:53:56,120 --> 00:53:58,879 Speaker 1: you'd be virtually faking it till you make it. You'd 955 00:53:58,960 --> 00:54:03,399 Speaker 1: be enacting the behavior to shape yourself in the real 956 00:54:03,480 --> 00:54:07,319 Speaker 1: world as a byproduct. Interesting. Yeah, again we get back 957 00:54:07,360 --> 00:54:09,359 Speaker 1: to the idea of VR therapy. But you know, to 958 00:54:09,400 --> 00:54:12,719 Speaker 1: allude to another episode we've done before, do you think 959 00:54:12,719 --> 00:54:16,320 Speaker 1: there might be a proteus effect in place with the 960 00:54:16,760 --> 00:54:19,840 Speaker 1: game of Werewolf for Mafia? Oh, I wonder is it 961 00:54:20,360 --> 00:54:23,680 Speaker 1: does that? Displaying that game again, we're getting a little 962 00:54:23,680 --> 00:54:25,399 Speaker 1: bit off of the core of the proteus effect. Having 963 00:54:25,440 --> 00:54:27,560 Speaker 1: to do with avatars and getting more into like game 964 00:54:27,600 --> 00:54:33,440 Speaker 1: mechanics and behavior. But yeah, that does it train you 965 00:54:33,480 --> 00:54:35,480 Speaker 1: to be a liar? Like if you play a werewolf 966 00:54:35,520 --> 00:54:38,040 Speaker 1: a lot, does it make you a less honest person? Yeah? 967 00:54:38,160 --> 00:54:42,040 Speaker 1: Or just a paranoid and judgmental person. Oh yeah, I 968 00:54:42,040 --> 00:54:44,799 Speaker 1: want to offer one more weird take. See what you 969 00:54:44,800 --> 00:54:46,879 Speaker 1: think about this. Maybe this is a terrible take all right, 970 00:54:47,480 --> 00:54:50,080 Speaker 1: though I also think I can't be the first person 971 00:54:50,120 --> 00:54:52,040 Speaker 1: to suggest this, so I'm sure other people have written 972 00:54:52,080 --> 00:54:55,719 Speaker 1: about this. Social media, we've been talking about m m 973 00:54:55,800 --> 00:54:59,719 Speaker 1: O RPGs, massive multiple multiplayer online RPGs. I would say 974 00:54:59,760 --> 00:55:04,040 Speaker 1: so shoal media today is an m m O RPG. 975 00:55:05,160 --> 00:55:08,319 Speaker 1: Not It's not just like one. It literally is one. 976 00:55:08,440 --> 00:55:13,480 Speaker 1: It is a massive multiplayer online role playing game. If 977 00:55:13,480 --> 00:55:17,080 Speaker 1: you just take Twitter for example, It's a massive online 978 00:55:17,200 --> 00:55:21,000 Speaker 1: environment in which you create a character, and that character 979 00:55:21,120 --> 00:55:24,759 Speaker 1: is based on you, but isn't actually you. It is 980 00:55:24,800 --> 00:55:29,480 Speaker 1: a representation of you, composed of little segments of information 981 00:55:29,520 --> 00:55:32,239 Speaker 1: and behavior that you choose to add to that profile 982 00:55:32,360 --> 00:55:36,239 Speaker 1: of that version of you. It's character you create, interacting 983 00:55:36,239 --> 00:55:39,720 Speaker 1: with millions more who are doing the same thing, playing 984 00:55:39,880 --> 00:55:43,239 Speaker 1: roles of a character. They've created. And some players are 985 00:55:43,280 --> 00:55:45,480 Speaker 1: casual and they don't play very much, and they don't 986 00:55:45,520 --> 00:55:48,160 Speaker 1: play the role very consistently. They just pop in and out. 987 00:55:48,560 --> 00:55:51,800 Speaker 1: Others are power players and kind of addicts of the game. 988 00:55:51,960 --> 00:55:55,440 Speaker 1: They play it all the time. Sometimes these players form 989 00:55:55,600 --> 00:55:58,960 Speaker 1: loose teams and go out and fight oppositely aligned enemy 990 00:55:59,040 --> 00:56:02,959 Speaker 1: players in the very ruel space. I think Twitter really 991 00:56:03,000 --> 00:56:04,920 Speaker 1: does work in a lot of ways, kind of like 992 00:56:05,000 --> 00:56:07,760 Speaker 1: one of these games like World of Warcraft or something, 993 00:56:08,000 --> 00:56:11,400 Speaker 1: except the character creation is just less constrained by the 994 00:56:11,480 --> 00:56:15,040 Speaker 1: fantasy environment of the game. Now that's a good point. 995 00:56:15,080 --> 00:56:16,600 Speaker 1: That's a good point. I feel like we could, really 996 00:56:16,640 --> 00:56:20,040 Speaker 1: we could go wild with that concept, discussing how social 997 00:56:20,040 --> 00:56:22,640 Speaker 1: media changes who we are. Yeah, but I mean, I 998 00:56:22,680 --> 00:56:25,239 Speaker 1: think on this model you have to wonder about the 999 00:56:25,280 --> 00:56:29,000 Speaker 1: feedback loop of how the character you create on social 1000 00:56:29,000 --> 00:56:32,359 Speaker 1: media feeds back into who you actually are, and how 1001 00:56:32,440 --> 00:56:35,960 Speaker 1: that changes the way you play your character online. It 1002 00:56:36,040 --> 00:56:38,960 Speaker 1: creates some kind of self sustaining feedback loop. But in 1003 00:56:39,040 --> 00:56:42,040 Speaker 1: what what drives that loop and in what direction does 1004 00:56:42,080 --> 00:56:45,520 Speaker 1: it go. Here's one more scary thought. So in all 1005 00:56:45,560 --> 00:56:48,080 Speaker 1: of this, we invoke the mythic proteus and seemingly you know, 1006 00:56:48,080 --> 00:56:50,320 Speaker 1: it's just meant to refer to the idea of changeing forms. 1007 00:56:51,200 --> 00:56:53,680 Speaker 1: And I don't think there's actually more to it than that. 1008 00:56:53,760 --> 00:56:55,880 Speaker 1: But if we're to have fun with the concept, let's 1009 00:56:55,920 --> 00:56:59,680 Speaker 1: not forget that. Proteus also had that gift of unerring. 1010 00:57:00,800 --> 00:57:04,880 Speaker 1: No uh so, not normally would he prophesies the future. 1011 00:57:04,920 --> 00:57:09,440 Speaker 1: But his his visions were absolutely they were, they were unquestionable, 1012 00:57:10,000 --> 00:57:12,759 Speaker 1: so he forced to. He can tell you who you are, 1013 00:57:12,960 --> 00:57:15,920 Speaker 1: who you will be, what you will do. And I 1014 00:57:15,960 --> 00:57:18,600 Speaker 1: wonder if the danger, or perhaps the promise in some 1015 00:57:18,680 --> 00:57:21,520 Speaker 1: cases here of the produce effect isn't that it will 1016 00:57:21,560 --> 00:57:24,160 Speaker 1: make you someone that you are not, but it will 1017 00:57:24,240 --> 00:57:28,520 Speaker 1: let you become who you really are. Well, it makes 1018 00:57:28,560 --> 00:57:31,360 Speaker 1: me ask the question, who are we? But what we are? 1019 00:57:32,400 --> 00:57:35,040 Speaker 1: What more could we do? Being what we are? You are, 1020 00:57:35,080 --> 00:57:39,040 Speaker 1: what you do, even if it's online, Just do it all? Right. 1021 00:57:39,320 --> 00:57:41,960 Speaker 1: On On that note, we want to remind you check 1022 00:57:41,960 --> 00:57:43,600 Speaker 1: out Stuff to Blow your Mind dot com. That's we 1023 00:57:43,600 --> 00:57:46,120 Speaker 1: will find all the episodes of the podcast. 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