WEBVTT - The Proteus Effect

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<v Speaker 1>Welcome to Stuff to Blow Your Mind from how Stuff

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<v Speaker 1>Works dot com. Hey are you welcome to Stuff to

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<v Speaker 1>Blow your Mind? My name is Robert Lamb and I'm

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<v Speaker 1>Joe McCormick. And today we're gonna be touching on a

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<v Speaker 1>topic related to virtual characters. That's right. This was a

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<v Speaker 1>topic that was suggested to us by our listener Peter,

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<v Speaker 1>who is quite involved in virtual reality these days, and

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<v Speaker 1>he said, hey, you guys should do an episode on

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<v Speaker 1>the proteus effect. Now, the proteus effect is something that

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<v Speaker 1>will deal with virtual characters. So we're gonna be touching

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<v Speaker 1>on video games and virtual environments and stuff like that.

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<v Speaker 1>But even if you're somebody who has no personal interests

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<v Speaker 1>in video games or anything like that, I hope you

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<v Speaker 1>stick around because it's an interesting topic nonetheless, and I

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<v Speaker 1>think it will ultimately have some relevance to yourself in

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<v Speaker 1>the society you live in, even if you're not somebody

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<v Speaker 1>who's ever played games or plans on playing games, because

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<v Speaker 1>a lot of it does just hinge upon the idea

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<v Speaker 1>of what happens when we put on this other face,

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<v Speaker 1>and it could be you can you can take it

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<v Speaker 1>to the virtual reality extremes to where there is a

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<v Speaker 1>body that I am occupying and I'm walking around in

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<v Speaker 1>it within a virtual environment. There's the video game level

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<v Speaker 1>of a character that I have. I have picked out

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<v Speaker 1>its face, I have picked out it's it's clothing options,

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<v Speaker 1>and now I am interacting with a digital world through it.

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<v Speaker 1>But you can also take it down to the avatar

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<v Speaker 1>level on various message boards or email threads, etcetera. Yeah, totally. Now,

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<v Speaker 1>if you're not familiar with how some of these video

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<v Speaker 1>games work, where you create an avatar for yourself, this

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<v Speaker 1>this is a thing that happens in a lot of games.

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<v Speaker 1>There's a character creation process. Not all games. Some games

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<v Speaker 1>the character I mean some games you don't actually even

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<v Speaker 1>play as a character. You don't embody a person shaped thing.

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<v Speaker 1>They're like puzzle games and stuff. But in games where

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<v Speaker 1>you play as a character of some hype, some of

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<v Speaker 1>them it's just a fictional, pre established character. But sometimes

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<v Speaker 1>you get to create that character yourself, right, and there's

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<v Speaker 1>usually the beginning of the game some type of process

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<v Speaker 1>you go through to do that, and you get to

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<v Speaker 1>like pick what they look like, and maybe pick what

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<v Speaker 1>some of their personality attributes are or what some of

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<v Speaker 1>their skills are a lot of games have a thing

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<v Speaker 1>like this. Robert, do you have a favorite favorite character

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<v Speaker 1>creation Yeah, well, I'd say more the more recent games.

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<v Speaker 1>I've really enjoyed the like the sky Rim and Fallout

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<v Speaker 1>character creation suites. I feel like you have a lot

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<v Speaker 1>of a lot of options there and you can kind

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<v Speaker 1>of create exactly the character you want. Uh. Thinking back

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<v Speaker 1>to the older games, I was a big fan of

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<v Speaker 1>ice wind Dale and ice wind Dale too. I have

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<v Speaker 1>no idea what that is. These were turn based dungeons

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<v Speaker 1>and Dragons, uh, role playing games that you would play

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<v Speaker 1>online like top down View and that they so it

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<v Speaker 1>was virtual. It was not like a pin and paper,

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<v Speaker 1>not pin and paper. These were video games. They were

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<v Speaker 1>the same engine as Balter's Gay and Torment was another

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<v Speaker 1>one though Torment had pre created characters but was still

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<v Speaker 1>a fabulous game. But the creation suite, especially on on

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<v Speaker 1>ice wind Dale too, as I remember, they had some

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<v Speaker 1>really cool character art you could you could select for

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<v Speaker 1>the thumbnail. I believe that through some minor tinkering you

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<v Speaker 1>could bring in outside art to serve as the thumbnail

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<v Speaker 1>and then you had a fair that these were not

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<v Speaker 1>the most detailed of characters on the screen, but you

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<v Speaker 1>had a fair amount of choice and how they were

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<v Speaker 1>put together as well. Yeah, So one of the things

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<v Speaker 1>we're going to be exploring today is what are the

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<v Speaker 1>effects of coming to embody a character in a virtual environment?

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<v Speaker 1>Does that change the player when you play as a

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<v Speaker 1>character with certain physical or behavioral attributes? Now, Robert, my

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<v Speaker 1>the main character creation process in video games I remember

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<v Speaker 1>from when I was younger is not as interesting as yours.

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<v Speaker 1>It was the wrestler creation mode in the Nintendo sixty

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<v Speaker 1>four game WWF war Zone, which I played when I

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<v Speaker 1>was in like six seventh grade, I think this game, yeah,

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<v Speaker 1>and so it was this terrible, blocky looking wrestling game,

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<v Speaker 1>uh that had the WWF wrestlers in it, but you

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<v Speaker 1>could create a custom wrestler. And so what my friends

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<v Speaker 1>and I would always do is try to figure out

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<v Speaker 1>how to create the most ridiculous looking wrestler you possibly

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<v Speaker 1>could that had like I don't know, like you know,

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<v Speaker 1>legs that were five times wider than his head and

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<v Speaker 1>wearing some crazy Easter egg costume. And it was it

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<v Speaker 1>was mainly for laughs, but we did put a lot

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<v Speaker 1>of time and energy into it. It was like we

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<v Speaker 1>had to achieve peak ridiculousness. Well, the ultimate tragedy is

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<v Speaker 1>that you were just a few years away from w

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<v Speaker 1>w F WrestleMania two thousand and No Mercy, which were

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<v Speaker 1>both in sixty four wrestling games built on the the

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<v Speaker 1>a Ki Virtual Pro Wrestling engine from Japan. I don't

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<v Speaker 1>know what that is. They were fabulous games, just a

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<v Speaker 1>fabulous engine for the game. But you know, they these

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<v Speaker 1>wrestling games have come a long ways. I was never

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<v Speaker 1>into creating myself in them because it just felt weird

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<v Speaker 1>to me, but I knew people that would do it,

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<v Speaker 1>And nowadays you can. You can like bring in scans

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<v Speaker 1>of your own face or the scans of virtually any

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<v Speaker 1>existing wrestler or celebrity and create an amazingly life like

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<v Speaker 1>just an immaculate representation of that individual in these updated

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<v Speaker 1>wrestling games. So you scan yourself in and you make

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<v Speaker 1>a virtual copy of yourself and then watch it get

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<v Speaker 1>beat down by stone Cold exactly. However, Yeah, go through

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<v Speaker 1>a table or bleed through its face, and it's, uh,

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<v Speaker 1>the technology is amazing, and yet at the same point,

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<v Speaker 1>it's it's it's it's even stranger to me to try

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<v Speaker 1>and imagine myself doing that, like creating a like a

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<v Speaker 1>muscled avatar of myself that just goes in there and

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<v Speaker 1>just gets beat to a luddy pulp. Now, on one hand,

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<v Speaker 1>you could look at that and say, Okay, that's you know,

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<v Speaker 1>it's just people horsing around having fun play in some games,

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<v Speaker 1>which is generally true, and if you take that attitude,

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<v Speaker 1>you're probably not gonna, you know, think that there's anything

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<v Speaker 1>super meaningful going on here. But on the other hand,

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<v Speaker 1>it's really worth wondering how doing something like that could

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<v Speaker 1>affect you and possibly change you. This is not a

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<v Speaker 1>scenario that we are biologically adapted for in any way.

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<v Speaker 1>I would say that there's no analogy in nature to

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<v Speaker 1>creating a virtual environment in which you take on the

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<v Speaker 1>characteristics of a created character and play within that virtual environment.

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<v Speaker 1>I mean, I guess you could say that they're like

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<v Speaker 1>rituals maybe where people sort of embody mythological characters that

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<v Speaker 1>they play within the rituals, Right, But even then you're

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<v Speaker 1>still bound to your body when you're doing that enactment. Yeah,

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<v Speaker 1>I mean, the only other example I can think of

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<v Speaker 1>is just uh, the mental mental time travel, chromasthesia and

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<v Speaker 1>imagining various scenarios occurring and extrapolating how you might react

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<v Speaker 1>in those situations. But then you're still pretty much bound

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<v Speaker 1>to yourself unless there's a particular example from uh, you know,

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<v Speaker 1>from from from cultural history where someone is embodying in

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<v Speaker 1>this process, they are embodying the aspect of a god,

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<v Speaker 1>but I am not aware of it. If there is, well, yeah,

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<v Speaker 1>I would say the imagination that's pretty much the only

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<v Speaker 1>equivalent space. But the imagination is not physically enacted. When

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<v Speaker 1>you do virtual environments, you have to physically perform movements

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<v Speaker 1>within those virtual environments. You have to like, you know,

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<v Speaker 1>you move a controller or something like that. It's a

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<v Speaker 1>it's a challenging process that you have to engage with,

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<v Speaker 1>and that is more continuous than imagination, which tends to

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<v Speaker 1>kind of come in and out. Right. Yeah, the the

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<v Speaker 1>just merely imagining something or reading a book is probably

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<v Speaker 1>not gonna update your body schema, which into the way

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<v Speaker 1>that you're thinking about your own body. Right, So you

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<v Speaker 1>have to wonder does the idea of playing as a

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<v Speaker 1>character different than yourself change yourself? Does going into a

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<v Speaker 1>virtual environment and embodying some other type of being make

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<v Speaker 1>you a different kind of being in reality? And that's

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<v Speaker 1>what we're gonna be looking at today, So let's take

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<v Speaker 1>a moment to talk about just the name of of

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<v Speaker 1>the effect here, the Proteus effect. So who was Proteus, Well,

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<v Speaker 1>it would see he was a character in the matrix,

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<v Speaker 1>right was he was there? A Proteus matrix. So it's

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<v Speaker 1>been a while since I've entered the matrix. Uh, well,

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<v Speaker 1>you know, the funny thing is, it would seem that

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<v Speaker 1>that fate would have us return once more to the

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<v Speaker 1>world of undersea gods and humanoids, because because what we

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<v Speaker 1>have here is Proteus from Greek mythology, the old Man

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<v Speaker 1>of the Sea, the Old Man of the Sea. Yeah,

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<v Speaker 1>essentially a primordial sea god. As with all things mythological,

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<v Speaker 1>Proteus is exact identity, and his role shifts over time.

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<v Speaker 1>But that's quite fitting for Proteus in a number of ways.

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<v Speaker 1>In Giants, Monsters and Dragons by Carol Rose, an encyclopedia

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<v Speaker 1>of fantastic Entities and Creatures that I come back to

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<v Speaker 1>again and again, she describes him as quote a primordial

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<v Speaker 1>sea giant and quote a type of gigantic merman and

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<v Speaker 1>guardian of the sea creatures. And he served Poseidon, the

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<v Speaker 1>sea god. He boasted the gift of prophecy as well,

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<v Speaker 1>but you had to catch him to get him to

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<v Speaker 1>share his prophecies. Wait, how do you catch him? Is

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<v Speaker 1>that like rod and lure kind of catching Or essentially

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<v Speaker 1>it's like you gotta chase him down and fight him,

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<v Speaker 1>wrestle him, overcome him that way. But the problem is

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<v Speaker 1>that Proteus can change his shape. He can change it

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<v Speaker 1>into something more monstrous to escape you, uh, you know,

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<v Speaker 1>swifter to escape do you escape you with etcetera. Uh.

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<v Speaker 1>The secret, though, ends up being revealed by his daughter Elda,

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<v Speaker 1>the uh who who lets a few select mortals know

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<v Speaker 1>that you have to catch him while he's sleeping on

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<v Speaker 1>the island of Pharaohs. Now. Various other accounts describe him

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<v Speaker 1>as not only a shape changer, but a being that

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<v Speaker 1>is just constantly changing shape, as being essentially formless, which

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<v Speaker 1>is fitting because this is a is a god of

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<v Speaker 1>the sea. This makes him like the sea itself. He

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<v Speaker 1>is liquid, He is ever changing, difficult to predict, kind

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<v Speaker 1>of like those identity masks in a scanner. Darkly. Yeah,

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<v Speaker 1>it's sort of like never really taking a solid form,

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<v Speaker 1>so you can't really identify somebody later. Yeah, or and

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<v Speaker 1>and would make him difficult to catch as well. And

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<v Speaker 1>this is where we get the word protean, which means

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<v Speaker 1>tending or able to change frequently or easily. Uh. Sometimes

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<v Speaker 1>it's used just to just in the place of versatile.

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<v Speaker 1>But I think that's sort of usage is kind of

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<v Speaker 1>an insult to the gods, because you might say that, say,

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<v Speaker 1>Sammy Hagar is versatile and that he can front a

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<v Speaker 1>band and run a tequila brand. But I think it's

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<v Speaker 1>a bit much to say that that Sammy Hagar, it's protean.

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<v Speaker 1>Though that's impressive. I can do neither of those things. No,

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<v Speaker 1>I I see what you're saying. Like a protean suggests

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<v Speaker 1>some more fundamental changes and and commitments to different natures, right,

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<v Speaker 1>whereas versatile just says that you can, you can multitask,

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<v Speaker 1>you can do some different stuff. Yeah, protean almost has it.

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<v Speaker 1>I mean it has a sort of mad or holy

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<v Speaker 1>vibe to it, right, Like something that is protean is

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<v Speaker 1>um is difficult for us to master and grasp, And

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<v Speaker 1>maybe the same is true of Sammy Hagar. I'm not sure.

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<v Speaker 1>Certainly it's hard to get him to commit to a

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<v Speaker 1>speed limit. We know that much. Robert where at all

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<v Speaker 1>the Sammy Hagar come from. I don't know. You just

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<v Speaker 1>listen to the Classic rock radio the other day and

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<v Speaker 1>I was just trying to think about who's who is

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<v Speaker 1>an individual that's considered versatile in their interests, and I

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<v Speaker 1>Sammy Hagar, Well, I know I have. I initially thought

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<v Speaker 1>of of Maynard from Tool, but then I thought, well,

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<v Speaker 1>I don't know, maybe Maynard is protean. I'm not sure

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<v Speaker 1>he's a he's a he's he's a mysterious dude that's

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<v Speaker 1>called Sammy Hagar instead. So it's a clear cut you're

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<v Speaker 1>saying Maynard from Tool he does he does his alternative

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<v Speaker 1>hard rock thing, and he does his I've got a

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<v Speaker 1>vineyard I make wine thing yeah and m m a

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<v Speaker 1>oh yeah he's into fighting. Yeah yeah, he has has

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<v Speaker 1>multiple dimensions to his character. The idea it all comes

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<v Speaker 1>back to wrestling in the end. Yeah, maybe not all

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<v Speaker 1>that protean, but that's certainly versatile. But today we're not

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<v Speaker 1>talking about Sammy Hagar. We're not talking about Maynard, We're

0:12:33.720 --> 0:12:37.560
<v Speaker 1>not even really talking about Greek shape shifters. We're talking

0:12:37.600 --> 0:12:42.480
<v Speaker 1>about the Internet, video games, virtual reality, and the idea

0:12:42.520 --> 0:12:44.960
<v Speaker 1>that we get to pick and choose our form, and

0:12:44.960 --> 0:12:47.559
<v Speaker 1>in doing so, maybe we have to choose our identity.

0:12:47.760 --> 0:12:49.480
<v Speaker 1>All right, well, we will take a quick break. When

0:12:49.520 --> 0:12:51.720
<v Speaker 1>we come back, we will get into the original research

0:12:51.800 --> 0:12:57.199
<v Speaker 1>on the proteus effect. Thank alright, we're back, all right now.

0:12:57.200 --> 0:13:00.680
<v Speaker 1>The short definition of the proteus effect is that it

0:13:00.840 --> 0:13:05.280
<v Speaker 1>is a name for the way that avatars, meaning virtual

0:13:05.360 --> 0:13:08.400
<v Speaker 1>characters that we embody. It's a name for the way

0:13:08.440 --> 0:13:13.000
<v Speaker 1>that avatars change our behavior in a virtual environment. So

0:13:13.080 --> 0:13:16.640
<v Speaker 1>there was some original research on this subject between the

0:13:16.720 --> 0:13:19.600
<v Speaker 1>years like two thousand seven and two thousand nine or so.

0:13:19.640 --> 0:13:21.960
<v Speaker 1>That's when this first came out, and it was associated

0:13:22.000 --> 0:13:23.880
<v Speaker 1>with the work of a researcher by the name of

0:13:24.000 --> 0:13:28.040
<v Speaker 1>Nicki Ye and Nikki he was. He was the scientist

0:13:28.120 --> 0:13:31.720
<v Speaker 1>behind the original proteus effect, and he summarized his original

0:13:31.960 --> 0:13:34.079
<v Speaker 1>research in an article I read from two thousand and

0:13:34.200 --> 0:13:36.960
<v Speaker 1>nine where he pointed out some of the main features

0:13:37.360 --> 0:13:40.160
<v Speaker 1>that they had discovered in their first couple of studies

0:13:40.200 --> 0:13:43.360
<v Speaker 1>on it. So he points out, to start with, this

0:13:43.400 --> 0:13:45.400
<v Speaker 1>was sort of like the starting basis of the idea

0:13:45.480 --> 0:13:51.200
<v Speaker 1>that putting on certain garments, clothing and uniforms has been

0:13:51.200 --> 0:13:54.920
<v Speaker 1>shown to change people's behavior. For example, there are these

0:13:54.960 --> 0:13:58.960
<v Speaker 1>experiments that show that when you dress subjects in black uniforms,

0:13:59.360 --> 0:14:02.520
<v Speaker 1>they behave more aggressively than when you dress them in

0:14:02.559 --> 0:14:06.320
<v Speaker 1>white uniforms. And experiments like these show that to some extent,

0:14:06.360 --> 0:14:11.280
<v Speaker 1>our behavior is influenced by visual self perception. We act

0:14:11.320 --> 0:14:14.040
<v Speaker 1>out the parts people would expect us to act out

0:14:14.400 --> 0:14:16.920
<v Speaker 1>based on how we look. And I think this is

0:14:16.920 --> 0:14:19.720
<v Speaker 1>probably the same kind of research that informs, or at

0:14:19.760 --> 0:14:23.080
<v Speaker 1>least partially informs the old business idea that you should

0:14:23.200 --> 0:14:25.400
<v Speaker 1>dress for the job you want, not the job you

0:14:25.440 --> 0:14:29.120
<v Speaker 1>have rights right now, I think the part of that

0:14:29.160 --> 0:14:31.480
<v Speaker 1>advice is based on the reasoning the dressing that way

0:14:31.480 --> 0:14:33.800
<v Speaker 1>will influence the people who have the power to hire

0:14:33.920 --> 0:14:36.120
<v Speaker 1>or promote you. Right that you want to look the part,

0:14:36.400 --> 0:14:39.240
<v Speaker 1>and so you're trying to influence others. But there's another

0:14:39.320 --> 0:14:42.000
<v Speaker 1>side of that that dressing for the job you want

0:14:42.360 --> 0:14:45.560
<v Speaker 1>is also an influence on the self. It can also

0:14:45.600 --> 0:14:49.200
<v Speaker 1>be a beneficial alteration of self perception. If you dress

0:14:49.320 --> 0:14:52.760
<v Speaker 1>like someone with a certain job, you'll probably find yourself

0:14:52.880 --> 0:14:57.280
<v Speaker 1>behaving and performing more like someone who belongs in that job.

0:14:57.360 --> 0:15:00.600
<v Speaker 1>You put the costume on, and the costume helps you

0:15:00.640 --> 0:15:04.760
<v Speaker 1>get into character. But what this research shows with the

0:15:04.800 --> 0:15:08.640
<v Speaker 1>way in clothes cognition changes us is that the costume

0:15:08.800 --> 0:15:11.600
<v Speaker 1>tends to get you into character, whether you mean to

0:15:11.640 --> 0:15:14.360
<v Speaker 1>get into character or not. Now we've touched on in

0:15:14.400 --> 0:15:18.400
<v Speaker 1>clothes cognition on the show in the past, cognitive psychologist

0:15:18.640 --> 0:15:23.320
<v Speaker 1>Joe Adam and Adam Galinsky from Northwestern University coined the term.

0:15:23.680 --> 0:15:25.800
<v Speaker 1>One of the most famous examples is the use of,

0:15:25.840 --> 0:15:28.600
<v Speaker 1>say a lab coat. What happens when you wear a

0:15:28.640 --> 0:15:32.000
<v Speaker 1>lab coat and maybe carry a clipboard around. Well, they

0:15:32.040 --> 0:15:35.280
<v Speaker 1>found that the effect would work. You would feel like

0:15:35.400 --> 0:15:38.520
<v Speaker 1>smarter or more, you know, in control of your doctor's

0:15:38.520 --> 0:15:41.440
<v Speaker 1>status here, But only if you wore the coat and

0:15:41.480 --> 0:15:43.840
<v Speaker 1>we're aware of the symbolic meaning. So you actually you

0:15:43.880 --> 0:15:46.200
<v Speaker 1>have to know what it's about, what it represents, and

0:15:46.320 --> 0:15:49.040
<v Speaker 1>you actually have to essentially make it a part of

0:15:49.040 --> 0:15:51.920
<v Speaker 1>your body by covering yourself in it. Yeah, I would

0:15:51.960 --> 0:15:54.920
<v Speaker 1>say that essentially the way this works is that you're

0:15:55.000 --> 0:15:58.920
<v Speaker 1>performing according to stereotypes, but you have to be aware

0:15:59.240 --> 0:16:02.680
<v Speaker 1>of the stereo peotypes to perform according to them, right, right,

0:16:02.760 --> 0:16:05.400
<v Speaker 1>And then, according to Golinski as well, we don't just

0:16:05.520 --> 0:16:08.320
<v Speaker 1>think with our brains, but with our bodies and our

0:16:08.360 --> 0:16:13.120
<v Speaker 1>thought processes are based on physical quote physical experiences that

0:16:13.240 --> 0:16:17.520
<v Speaker 1>set off associated abstract concepts. Yeah, I think. I mean

0:16:17.560 --> 0:16:20.760
<v Speaker 1>this might sound kind of silly, but I think about

0:16:20.840 --> 0:16:26.080
<v Speaker 1>the way that wearing a suit jacket changes the way

0:16:26.080 --> 0:16:29.720
<v Speaker 1>I behave I think sometimes it does, and I very

0:16:29.760 --> 0:16:33.160
<v Speaker 1>much associated literally with the way my shoulders and my

0:16:33.360 --> 0:16:36.640
<v Speaker 1>arms feel. Well I put on a suit jacket, I

0:16:36.680 --> 0:16:40.320
<v Speaker 1>feel the tension in the way the jacket constrains the

0:16:40.360 --> 0:16:44.040
<v Speaker 1>movements of my shoulders or not not necessarily constrains them,

0:16:44.040 --> 0:16:46.320
<v Speaker 1>but you know, you feel you can feel the jacket

0:16:46.360 --> 0:16:49.040
<v Speaker 1>that's shaped like that, the suit jacket, and it actually

0:16:49.120 --> 0:16:52.920
<v Speaker 1>does influence I think, probably the way I talk, probably

0:16:53.000 --> 0:16:56.080
<v Speaker 1>to some extent, the way I react to people, whether

0:16:56.160 --> 0:16:58.760
<v Speaker 1>I'm more likely to shake somebody's hand. I mean, obviously

0:16:58.760 --> 0:17:01.760
<v Speaker 1>there's no way to fully test this in a controlled way,

0:17:01.800 --> 0:17:05.119
<v Speaker 1>but I strongly suspect that it changes my behavior, and

0:17:05.200 --> 0:17:09.280
<v Speaker 1>it changes my behavior through a constant, attenuated awareness of

0:17:09.320 --> 0:17:12.120
<v Speaker 1>what my body feels like in that piece of clothing.

0:17:12.480 --> 0:17:14.960
<v Speaker 1>So you're not you're not only dressing like business Joe,

0:17:15.040 --> 0:17:18.199
<v Speaker 1>you become business Joe. You know, Business Joe's different than

0:17:18.240 --> 0:17:21.080
<v Speaker 1>a lot of other business shows because the suit jackets

0:17:21.119 --> 0:17:24.280
<v Speaker 1>I wear are are not like cool business jackets. They're

0:17:24.280 --> 0:17:27.600
<v Speaker 1>more like old seventies jackets I got from my dad. Now,

0:17:27.640 --> 0:17:29.159
<v Speaker 1>I think we do need to be careful with this

0:17:29.240 --> 0:17:31.480
<v Speaker 1>kind of research because I think it's very easy to

0:17:32.240 --> 0:17:37.119
<v Speaker 1>interpret it in an overly determinative way. For example, I

0:17:37.200 --> 0:17:39.600
<v Speaker 1>was I was wondering, Okay, are there studies that have

0:17:39.680 --> 0:17:42.399
<v Speaker 1>found the opposite, that have found that this whole you know,

0:17:42.520 --> 0:17:45.399
<v Speaker 1>like wearing a black uniform doesn't actually change the way

0:17:45.440 --> 0:17:49.120
<v Speaker 1>you behave compared to wearing some other colored uniform. And yeah,

0:17:49.160 --> 0:17:52.120
<v Speaker 1>there there are studies going the opposite way, not necessarily

0:17:52.119 --> 0:17:54.879
<v Speaker 1>that undercut the original findings, but at least that showed

0:17:54.880 --> 0:17:58.160
<v Speaker 1>that the effect is obviously not the same in all contexts.

0:17:58.720 --> 0:18:02.280
<v Speaker 1>For example, the search has been applied to uniform colors

0:18:02.280 --> 0:18:05.280
<v Speaker 1>in professional sports, and I found a two thousand ten

0:18:05.400 --> 0:18:08.840
<v Speaker 1>study that found no correlation at all between uniform color

0:18:09.119 --> 0:18:13.280
<v Speaker 1>and aggression in professional hockey. This is the basic argument

0:18:13.440 --> 0:18:15.480
<v Speaker 1>was that like if you wore red, right, if you

0:18:15.520 --> 0:18:18.639
<v Speaker 1>wear like a red uniform or a black uniform or something,

0:18:18.920 --> 0:18:20.720
<v Speaker 1>that you're going to be more aggressive than if you

0:18:20.720 --> 0:18:24.480
<v Speaker 1>wear like a blue uniform or green uniform. And this

0:18:24.640 --> 0:18:27.840
<v Speaker 1>study found no correlation of that kind, said it didn't

0:18:27.840 --> 0:18:30.600
<v Speaker 1>matter what color uniforms the hockey players were wearing. But

0:18:30.760 --> 0:18:33.080
<v Speaker 1>like I said, it doesn't mean the original research is wrong,

0:18:33.160 --> 0:18:37.119
<v Speaker 1>just that it probably applies differently in different contexts and

0:18:37.200 --> 0:18:40.640
<v Speaker 1>depends on a lot of different variables. So, but back

0:18:40.640 --> 0:18:43.560
<v Speaker 1>to what was Ye's research to establish the idea of

0:18:43.560 --> 0:18:46.199
<v Speaker 1>the proteus effect. So, in a serious experiment, starting with

0:18:46.200 --> 0:18:49.879
<v Speaker 1>one published in two thousand seven, Ye and colleagues tried

0:18:49.920 --> 0:18:54.240
<v Speaker 1>to study whether the same perception embodiment, whether the same

0:18:54.280 --> 0:18:57.760
<v Speaker 1>like embodiment of what others see you looking like that

0:18:57.840 --> 0:19:01.879
<v Speaker 1>takes place with clothes and costumes also takes place with

0:19:02.160 --> 0:19:07.679
<v Speaker 1>virtual costumes, meaning virtual characters. Does the virtual avatar that

0:19:07.760 --> 0:19:10.639
<v Speaker 1>you choose to represent you in a video game or

0:19:10.640 --> 0:19:14.480
<v Speaker 1>a virtual world change who you are and how you

0:19:14.520 --> 0:19:17.280
<v Speaker 1>behave Now this question instantly makes me think back to

0:19:18.680 --> 0:19:22.240
<v Speaker 1>screens that I've seen a second life. I have not,

0:19:22.520 --> 0:19:25.480
<v Speaker 1>I've never really used second life myself, but they never

0:19:25.560 --> 0:19:27.560
<v Speaker 1>really Does that mean you have a little bit? Well,

0:19:27.600 --> 0:19:30.520
<v Speaker 1>what I did is that I attended a church service

0:19:30.880 --> 0:19:35.520
<v Speaker 1>where the the individual giving the sermon also did the

0:19:35.560 --> 0:19:40.439
<v Speaker 1>sermon in second life, and there were individuals gathered from,

0:19:40.480 --> 0:19:42.879
<v Speaker 1>you know, across the country, and I guess beyond in

0:19:43.000 --> 0:19:45.600
<v Speaker 1>a virtual if that's the right word for a second

0:19:45.600 --> 0:19:50.360
<v Speaker 1>life environment, a virtual chapel uh to share in the sermon.

0:19:50.720 --> 0:19:53.080
<v Speaker 1>And they were attending in various forms. So some people

0:19:53.080 --> 0:19:56.600
<v Speaker 1>were women, some people were male, some people were like

0:19:56.720 --> 0:20:01.600
<v Speaker 1>animals or animal human hybrids. So that is I instantly

0:20:01.600 --> 0:20:03.200
<v Speaker 1>thought to that and thought, well, you know, I wonder

0:20:03.240 --> 0:20:05.359
<v Speaker 1>what was going on in each of their minds, Like

0:20:05.440 --> 0:20:10.320
<v Speaker 1>what did their chosen forms say about their ideal identity,

0:20:10.440 --> 0:20:15.119
<v Speaker 1>their experienced identity, etcetera. I've never considered this question before,

0:20:15.680 --> 0:20:19.120
<v Speaker 1>but what generally would the theologians of the various religions

0:20:19.160 --> 0:20:23.960
<v Speaker 1>say about whether the rituals and sacraments of their religion

0:20:24.040 --> 0:20:28.160
<v Speaker 1>are effective if performed virtually. So like, if you, for example,

0:20:28.320 --> 0:20:30.919
<v Speaker 1>receive holy communion in a Christian church, or do a

0:20:31.000 --> 0:20:34.439
<v Speaker 1>ritual in any religion, but do it not physically with

0:20:34.520 --> 0:20:37.639
<v Speaker 1>your body, but virtually in a virtual environment, does the

0:20:37.720 --> 0:20:41.639
<v Speaker 1>sacrament work? Does it confer the same benefit? Huh? Well,

0:20:41.720 --> 0:20:44.440
<v Speaker 1>that's a great question. I don't recall. I don't think

0:20:44.440 --> 0:20:48.440
<v Speaker 1>this particular service involved communion, but maybe it did, and

0:20:48.560 --> 0:20:50.840
<v Speaker 1>I just forgot about it. I imagine that, though, of course,

0:20:50.840 --> 0:20:55.440
<v Speaker 1>would hinge upon your faith, you know, particular beliefs about communion.

0:20:55.880 --> 0:21:00.679
<v Speaker 1>Uh for instance, so whether the bread actually becomes the

0:21:00.680 --> 0:21:02.760
<v Speaker 1>body of Christ in your body, that sort of thing.

0:21:03.720 --> 0:21:06.880
<v Speaker 1>But then again, if if you believe that, then why

0:21:06.960 --> 0:21:11.560
<v Speaker 1>can't the the digital communion wafer do the same thing? Somehow?

0:21:11.600 --> 0:21:13.480
<v Speaker 1>I don't know. Well, it takes me back to the

0:21:13.520 --> 0:21:15.679
<v Speaker 1>techno religion question we are. I don't know if we

0:21:15.720 --> 0:21:18.240
<v Speaker 1>ever got into this question in our techno religion episodes,

0:21:18.280 --> 0:21:20.040
<v Speaker 1>but we did talk about the idea of whether a

0:21:20.160 --> 0:21:24.560
<v Speaker 1>virtual similar simulated prayer wheel is just as effective as

0:21:24.600 --> 0:21:27.760
<v Speaker 1>a physical prayer wheel. That's right, Uh yeah, because of course,

0:21:27.840 --> 0:21:31.120
<v Speaker 1>the the the traditional prayer wheels are essentially a machine

0:21:31.359 --> 0:21:35.560
<v Speaker 1>praised in what tradition? Is it Buddhist or Buddhist? Yes?

0:21:35.960 --> 0:21:39.639
<v Speaker 1>Uh so, it's it's a wheel that contains h the

0:21:39.680 --> 0:21:42.439
<v Speaker 1>prayer as it's usually like written down on sheet of

0:21:42.440 --> 0:21:44.719
<v Speaker 1>paper and or not a sheet of paper, but it's

0:21:44.560 --> 0:21:47.600
<v Speaker 1>a long string of paper coiled up in there, and

0:21:47.960 --> 0:21:52.320
<v Speaker 1>by by turning it, you are turning the prayer. Uh.

0:21:52.359 --> 0:21:54.719
<v Speaker 1>But how is that really that different from a digital

0:21:54.720 --> 0:21:57.920
<v Speaker 1>machine doing the same thing. It's just a it's an

0:21:57.920 --> 0:22:01.040
<v Speaker 1>advancement in the technology, but but it doesn't seem like

0:22:01.040 --> 0:22:04.040
<v Speaker 1>it's an advancement in the basic idea. Well, I find

0:22:04.040 --> 0:22:06.239
<v Speaker 1>that a very interesting question, and maybe we can come

0:22:06.280 --> 0:22:07.680
<v Speaker 1>back to it in the future. But we are getting

0:22:07.680 --> 0:22:10.800
<v Speaker 1>off subject. Okay, So we're looking at the first study

0:22:10.840 --> 0:22:13.280
<v Speaker 1>by Ye and colleagues, and this was in two thousand

0:22:13.359 --> 0:22:16.680
<v Speaker 1>seven and human Communication research, And what the researchers did

0:22:16.680 --> 0:22:21.040
<v Speaker 1>in the study is compare subjects with a virtual avatar

0:22:21.560 --> 0:22:25.159
<v Speaker 1>designed to be either attractive or unattractive. So they had

0:22:25.160 --> 0:22:28.720
<v Speaker 1>these virtual avatars that were rated as attractive avatars or

0:22:28.840 --> 0:22:31.800
<v Speaker 1>not very attractive ones, and then they had the subjects

0:22:31.840 --> 0:22:35.320
<v Speaker 1>who embodied those avatars, who were paired with them interact

0:22:35.359 --> 0:22:39.240
<v Speaker 1>with a virtual stranger controlled by a lab assistant, and

0:22:39.359 --> 0:22:43.800
<v Speaker 1>subjects with attractive virtual representation. So if you got a

0:22:44.320 --> 0:22:49.080
<v Speaker 1>very good looking avatar, they behaved differently than those with

0:22:49.200 --> 0:22:54.280
<v Speaker 1>unattractive ones. The virtually attractive players got closer to their

0:22:54.320 --> 0:22:59.359
<v Speaker 1>conversation partners, and they shared more personal information with these

0:22:59.440 --> 0:23:03.600
<v Speaker 1>virtual rangers than people who had been given unattractive avatars

0:23:03.680 --> 0:23:06.480
<v Speaker 1>to perform with. So that's kind of interesting because the

0:23:06.480 --> 0:23:09.800
<v Speaker 1>attractiveness of your avatar doesn't change anything about you. Right,

0:23:09.920 --> 0:23:13.720
<v Speaker 1>It doesn't change whether you are naturally a confident or

0:23:13.760 --> 0:23:16.880
<v Speaker 1>attractive person, does it. Well, that's kind of the question here, right,

0:23:17.200 --> 0:23:21.440
<v Speaker 1>It does taking on this virtual skin change your performance?

0:23:21.440 --> 0:23:25.439
<v Speaker 1>Are you like fully sleaving yourself into this identity? I mean,

0:23:25.480 --> 0:23:27.800
<v Speaker 1>I guess it wouldn't change what you physically look like.

0:23:28.119 --> 0:23:31.000
<v Speaker 1>It might have a time, but it doesn't. It doesn't

0:23:31.000 --> 0:23:33.120
<v Speaker 1>immediately change what you physically look like, but it might

0:23:33.119 --> 0:23:36.560
<v Speaker 1>actually change the way your brain works. In another study,

0:23:36.720 --> 0:23:39.720
<v Speaker 1>you found a similar thing. Uh. The researchers found that

0:23:39.840 --> 0:23:44.280
<v Speaker 1>the height of a virtual character avatar influenced behavior in

0:23:44.320 --> 0:23:47.040
<v Speaker 1>a virtual bargaining task. So they had people go into

0:23:47.040 --> 0:23:49.960
<v Speaker 1>a virtual world. You go into like this video game environment,

0:23:50.280 --> 0:23:53.159
<v Speaker 1>and you have to bargain with somebody, and people with

0:23:53.400 --> 0:23:59.040
<v Speaker 1>taller avatars relative to their virtual conversation partner negotiated more

0:23:59.119 --> 0:24:03.200
<v Speaker 1>aggressively than people who are given shorter avatars. So it's

0:24:03.200 --> 0:24:05.920
<v Speaker 1>not that you're a taller person in real life, but

0:24:05.960 --> 0:24:08.480
<v Speaker 1>if you're just given a taller character to play as

0:24:08.520 --> 0:24:12.320
<v Speaker 1>in the virtual world, you act with more like aggressive

0:24:12.359 --> 0:24:17.679
<v Speaker 1>bargaining tactics and confidence. Interesting, it becomes a situation where, again,

0:24:18.520 --> 0:24:21.640
<v Speaker 1>humans have not evolved for this, we've evolved to deal

0:24:21.680 --> 0:24:24.680
<v Speaker 1>with things in the real and when we deal when

0:24:24.720 --> 0:24:28.200
<v Speaker 1>we deal with things in the virtual world, we are

0:24:28.240 --> 0:24:33.480
<v Speaker 1>still behaving as if we are beholding a physical presence. Yeah,

0:24:33.520 --> 0:24:37.199
<v Speaker 1>but maybe that's not so surprising, right, because what this

0:24:37.320 --> 0:24:40.800
<v Speaker 1>is is that the avatar is changing our behavior within

0:24:40.880 --> 0:24:44.120
<v Speaker 1>the virtual world itself. You're given a character to perform

0:24:44.240 --> 0:24:46.800
<v Speaker 1>as inside a virtual world. It changes how you behave

0:24:46.880 --> 0:24:49.720
<v Speaker 1>in the virtual world. The big question would be does

0:24:49.760 --> 0:24:53.159
<v Speaker 1>this change carry over into the rest of your life, Like,

0:24:53.280 --> 0:24:56.520
<v Speaker 1>once you leave the garment of a digital avatar behind,

0:24:57.000 --> 0:25:01.040
<v Speaker 1>are there lingering effects? So if you play a giant

0:25:01.280 --> 0:25:04.679
<v Speaker 1>for an hour in a virtual environment, or certainly you

0:25:04.720 --> 0:25:07.239
<v Speaker 1>embody a giant for that amount of time, do you

0:25:07.280 --> 0:25:11.240
<v Speaker 1>then leave your virtual session behaving as a giant. Yes.

0:25:11.680 --> 0:25:14.640
<v Speaker 1>And in a two thousand nine study, Y and colleagues

0:25:14.680 --> 0:25:18.960
<v Speaker 1>investigated this. So they attempted to replicate the attractiveness study

0:25:19.040 --> 0:25:21.639
<v Speaker 1>from the previous paper, right, So you'd get assigned an

0:25:21.640 --> 0:25:25.000
<v Speaker 1>avatar that was either attractive or not attractive. And then

0:25:25.040 --> 0:25:27.760
<v Speaker 1>they added a second stage to the experiment. They had

0:25:27.920 --> 0:25:32.160
<v Speaker 1>an additional task outside the original virtual environment, So subjects

0:25:32.160 --> 0:25:35.080
<v Speaker 1>were given an avatar attractive or unattractive. Then they had

0:25:35.119 --> 0:25:38.000
<v Speaker 1>to do the interaction task from the first study. Then

0:25:38.160 --> 0:25:41.199
<v Speaker 1>after that they left the virtual environment and they were

0:25:41.240 --> 0:25:43.720
<v Speaker 1>asked to participate in what they were told was a

0:25:43.800 --> 0:25:46.640
<v Speaker 1>different study. It's like, do you want to do another study? Now?

0:25:47.119 --> 0:25:50.400
<v Speaker 1>This one was about online dating, and the participants were

0:25:50.440 --> 0:25:53.680
<v Speaker 1>asked to create a profile on a college dating site

0:25:53.720 --> 0:25:55.400
<v Speaker 1>that had been set up. It was like a mock site,

0:25:55.440 --> 0:25:57.879
<v Speaker 1>not a real one. And they were giving photos of

0:25:58.000 --> 0:26:00.679
<v Speaker 1>nine people of the gender they were interested in dating,

0:26:01.080 --> 0:26:03.760
<v Speaker 1>and then asked to pick two of the nine that

0:26:03.840 --> 0:26:06.119
<v Speaker 1>they would most like to get to know better and

0:26:06.200 --> 0:26:09.160
<v Speaker 1>get in contact with. And the study found that people

0:26:09.160 --> 0:26:14.560
<v Speaker 1>who had been given attractive avatars chose more attractive partners

0:26:14.680 --> 0:26:17.200
<v Speaker 1>on the dating site, and people who had been given

0:26:17.320 --> 0:26:21.480
<v Speaker 1>less attractive avatars chose less attractive partners to contact on

0:26:21.520 --> 0:26:23.920
<v Speaker 1>the dating site. And this would all seem to indicate

0:26:23.960 --> 0:26:27.280
<v Speaker 1>that the attractiveness of the virtual character, the avatar they'd

0:26:27.359 --> 0:26:31.600
<v Speaker 1>been given, was still shaping self perception and confidence and

0:26:31.680 --> 0:26:35.560
<v Speaker 1>behavior even after the players logged out and moved on

0:26:35.560 --> 0:26:38.760
<v Speaker 1>to other things. So we we are seeing the lingering

0:26:38.800 --> 0:26:42.359
<v Speaker 1>effects then of the virtual body. We are this is

0:26:42.359 --> 0:26:45.240
<v Speaker 1>the proteus effect in action. Well, I mean it makes

0:26:45.240 --> 0:26:47.919
<v Speaker 1>me wonder. So when I was in seventh grade or whatever,

0:26:48.280 --> 0:26:52.280
<v Speaker 1>and I was creating ridiculous looking wrestlers with like huge

0:26:52.400 --> 0:26:55.480
<v Speaker 1>legs and stuff to get beat down by stone cold

0:26:55.480 --> 0:26:57.680
<v Speaker 1>Steve Austin and my friends and I laughed and thought

0:26:57.680 --> 0:27:00.600
<v Speaker 1>it was funny. Did this follow me? How was different

0:27:00.680 --> 0:27:03.160
<v Speaker 1>after I stopped playing the game? Or was? I mean,

0:27:03.160 --> 0:27:05.840
<v Speaker 1>maybe it had no effect, But did this change who

0:27:05.880 --> 0:27:08.320
<v Speaker 1>I was when I was a little mill schooler. Huh,

0:27:08.560 --> 0:27:10.440
<v Speaker 1>I don't know. I mean, I'm having to go back

0:27:10.440 --> 0:27:13.880
<v Speaker 1>and think on my past a video game experience as well.

0:27:13.920 --> 0:27:17.400
<v Speaker 1>I mean, because when one issue that comes up specifically

0:27:17.680 --> 0:27:22.440
<v Speaker 1>deals with the use of sexy characters, especially that's sort

0:27:22.440 --> 0:27:27.720
<v Speaker 1>of sexy female characters that you often encounter in fantasy

0:27:27.720 --> 0:27:30.960
<v Speaker 1>and sci fi properties. You know, maybe it's the their

0:27:30.960 --> 0:27:34.720
<v Speaker 1>scantily dressed or we've all seen examples of this where

0:27:34.760 --> 0:27:38.080
<v Speaker 1>the uh, the male figure has more traditional armor and

0:27:38.160 --> 0:27:41.879
<v Speaker 1>the female figure has armor that makes no sense of

0:27:42.160 --> 0:27:45.800
<v Speaker 1>within the confines of an actual combat scenario. It's just

0:27:45.880 --> 0:27:50.080
<v Speaker 1>all about revealing the feminine form. Yeah, totally. I remember

0:27:50.119 --> 0:27:53.399
<v Speaker 1>before I was even aware, really, when I was much younger,

0:27:53.400 --> 0:27:56.040
<v Speaker 1>when I was not really aware yet of feminist critiques

0:27:56.080 --> 0:27:58.920
<v Speaker 1>of video games or anything like that. I do remember

0:27:58.920 --> 0:28:02.240
<v Speaker 1>seeing some of the character designs for female characters and

0:28:02.359 --> 0:28:05.040
<v Speaker 1>thinking my younger self, like that just doesn't make a

0:28:05.040 --> 0:28:06.880
<v Speaker 1>lot of sense. I don't think she would be very

0:28:06.880 --> 0:28:09.760
<v Speaker 1>warm in that. Yeah, but yeah, obviously this is a

0:28:09.760 --> 0:28:13.000
<v Speaker 1>big question in video game design and stuff like that.

0:28:13.040 --> 0:28:17.480
<v Speaker 1>The the objectification, especially of female bodies in these games

0:28:17.920 --> 0:28:20.880
<v Speaker 1>is a big cultural point to talk about. But the

0:28:20.920 --> 0:28:22.920
<v Speaker 1>idea of the proteus effect takes it a little bit

0:28:22.960 --> 0:28:26.320
<v Speaker 1>farther right. So it's not just an idea of how

0:28:26.440 --> 0:28:29.720
<v Speaker 1>women's bodies are represented in the games and to what

0:28:29.880 --> 0:28:34.520
<v Speaker 1>extent the way they're represented is empowering or disempowering, But

0:28:34.640 --> 0:28:37.160
<v Speaker 1>it also has to do with how it affects us

0:28:37.200 --> 0:28:41.520
<v Speaker 1>to play as these types of characters exactly. So I

0:28:41.600 --> 0:28:43.920
<v Speaker 1>ran across a paper that deals with this two thousand

0:28:43.960 --> 0:28:47.920
<v Speaker 1>twelve paper titled the Embodiment of Sexualized Virtual Selves, the

0:28:48.000 --> 0:28:53.120
<v Speaker 1>Proteus Effect and Experiences of Self Objectification via Avatars. This

0:28:53.200 --> 0:28:58.360
<v Speaker 1>is by Jesse Fox, Jeremy In Baylinson, and lose to Case.

0:28:58.920 --> 0:29:01.560
<v Speaker 1>So in this study, they took the proteus effect and

0:29:01.600 --> 0:29:05.160
<v Speaker 1>they studied it in the light of of two other

0:29:05.320 --> 0:29:09.400
<v Speaker 1>key factors. First of all, objectification theory. So this is

0:29:09.440 --> 0:29:14.600
<v Speaker 1>the idea that society treats women as depersonalized objects rather

0:29:14.680 --> 0:29:18.480
<v Speaker 1>than individuals mere sexual bodies, and that women come to

0:29:18.600 --> 0:29:22.880
<v Speaker 1>internalize this and learn to see and value themselves based

0:29:22.920 --> 0:29:26.880
<v Speaker 1>on their physical appearance. And this is known as self objectification.

0:29:27.600 --> 0:29:31.920
<v Speaker 1>And then the other is rape myth acceptance. So, simply put,

0:29:32.320 --> 0:29:35.920
<v Speaker 1>the acceptance of various myths concerning rape, most famously, that

0:29:36.080 --> 0:29:39.320
<v Speaker 1>dressing a certain way, going certain places, are behaving in

0:29:39.360 --> 0:29:42.719
<v Speaker 1>certain ways means that the woman is quote unquote asking

0:29:42.800 --> 0:29:45.479
<v Speaker 1>for it. It's like shifting the blame onto the victim

0:29:45.520 --> 0:29:48.080
<v Speaker 1>of the rape. Yeah, yeah, it's it's victim blaming, pure

0:29:48.120 --> 0:29:52.520
<v Speaker 1>and simple. It's it's repellent, and it's also truly damaging because,

0:29:52.560 --> 0:29:55.080
<v Speaker 1>as the authors point out, past studies have found that

0:29:55.160 --> 0:29:59.240
<v Speaker 1>women who accept these myths don't take proper precautions against grape,

0:29:59.560 --> 0:30:02.360
<v Speaker 1>and men who accept these myths are more likely to

0:30:02.400 --> 0:30:05.200
<v Speaker 1>commit rape. Okay, So the researchers here, they went into

0:30:05.200 --> 0:30:07.800
<v Speaker 1>their study with two predictions. First, they figured that the

0:30:07.920 --> 0:30:11.640
<v Speaker 1>use of sexualized avatars would result in more body related thoughts.

0:30:12.400 --> 0:30:15.640
<v Speaker 1>And then second, participants who wear a sexualized avatar will

0:30:15.680 --> 0:30:19.720
<v Speaker 1>express more rape myth acceptance or or r m A. Okay.

0:30:19.720 --> 0:30:21.760
<v Speaker 1>So the idea here is if you are given an

0:30:21.800 --> 0:30:26.160
<v Speaker 1>avatar in a virtual environment that that has all these

0:30:26.240 --> 0:30:30.880
<v Speaker 1>overtly sexualized features, that's designed in a sexually objectified way,

0:30:31.280 --> 0:30:36.160
<v Speaker 1>it's going to increase your self objectification and it's going

0:30:36.200 --> 0:30:39.640
<v Speaker 1>to increase the likelihood that you will accept these harmful

0:30:39.680 --> 0:30:42.960
<v Speaker 1>myths about rape. Right, It's basically one way of looking

0:30:43.000 --> 0:30:45.240
<v Speaker 1>at it is Okay, so you have an image of

0:30:44.880 --> 0:30:51.560
<v Speaker 1>a scantily clad eleven warrior, Okay, that depiction of even

0:30:51.600 --> 0:30:55.880
<v Speaker 1>a non human technically female form that is the at

0:30:55.920 --> 0:30:58.720
<v Speaker 1>least partially the result of all of this, these these

0:30:58.720 --> 0:31:02.360
<v Speaker 1>cultural energies, the cultural practices and beliefs that are taking

0:31:02.360 --> 0:31:07.600
<v Speaker 1>place and uh and sort of pressurizing this into form.

0:31:07.640 --> 0:31:10.480
<v Speaker 1>And then if you embody that form, then you are

0:31:10.640 --> 0:31:13.560
<v Speaker 1>subject to those uh, those pressures as well. If that

0:31:13.600 --> 0:31:15.560
<v Speaker 1>makes sense. Yeah, totally. A lot of the way the

0:31:15.560 --> 0:31:20.360
<v Speaker 1>proteus effect seems to work is by importing of stereotyped behavior.

0:31:21.000 --> 0:31:24.760
<v Speaker 1>So you there are stereotypes about how a person who

0:31:24.800 --> 0:31:27.560
<v Speaker 1>looks like X is supposed to behave When you're given

0:31:27.720 --> 0:31:31.040
<v Speaker 1>a character that looks like that looks like X to embody,

0:31:31.440 --> 0:31:35.000
<v Speaker 1>you begin behaving with those stereotypes in mind, yeah, and

0:31:35.000 --> 0:31:38.160
<v Speaker 1>and so and even subconsciously. It's not necessarily you know,

0:31:38.200 --> 0:31:42.200
<v Speaker 1>an avert practice practices going on here. So, this particular

0:31:42.200 --> 0:31:46.280
<v Speaker 1>study involved eighty six female participants from a West Coast university,

0:31:46.760 --> 0:31:50.000
<v Speaker 1>ages eighteen through forty one, and uh, it was a

0:31:50.040 --> 0:31:55.160
<v Speaker 1>reasonably racially diverse group as well. Why twenty four point

0:31:55.200 --> 0:31:58.280
<v Speaker 1>four percent Asian or Asian Americans, seven percent Black, too

0:31:58.600 --> 0:32:01.880
<v Speaker 1>point three percent Latino, two point three percent multi racial,

0:32:02.000 --> 0:32:05.120
<v Speaker 1>and five point eight percent other. And they were placed

0:32:05.160 --> 0:32:08.920
<v Speaker 1>in a fully immersive VR RIG. Participants had their photographs

0:32:08.920 --> 0:32:12.400
<v Speaker 1>taken with a digital camera for a presumably unrelated study

0:32:12.720 --> 0:32:16.720
<v Speaker 1>so that these could be worn as faces, essentially so

0:32:16.760 --> 0:32:20.920
<v Speaker 1>they could give their virtual avatar their own face and uh,

0:32:21.200 --> 0:32:24.480
<v Speaker 1>and they also allowed for others to uh to wear

0:32:24.560 --> 0:32:27.760
<v Speaker 1>an appropriately aged female face that was not their own.

0:32:28.320 --> 0:32:31.680
<v Speaker 1>So here's how the study went down. They were randomly

0:32:31.720 --> 0:32:36.080
<v Speaker 1>assigned to one of four conditions. Either a sexualized version

0:32:36.120 --> 0:32:41.000
<v Speaker 1>of themselves so it's it's their face but the sexualized

0:32:41.040 --> 0:32:44.640
<v Speaker 1>avatar body, a sexualized other where they're just in a

0:32:44.680 --> 0:32:47.640
<v Speaker 1>sexualized body but it's just somebody else's face on their

0:32:47.720 --> 0:32:51.960
<v Speaker 1>random character non sexualized self. So it's you and you know,

0:32:52.240 --> 0:32:54.680
<v Speaker 1>I guess you know, you're just dressed in normal virtual

0:32:54.720 --> 0:32:59.200
<v Speaker 1>clothing and then non sexualized other where you're a non

0:32:59.240 --> 0:33:02.120
<v Speaker 1>sexualized per some of the different face. And then they

0:33:02.120 --> 0:33:04.200
<v Speaker 1>had them interact with a male Well, first of all,

0:33:04.200 --> 0:33:06.160
<v Speaker 1>they had to look in a mirror to sort of

0:33:06.160 --> 0:33:08.840
<v Speaker 1>behold themselves, and then they interacted with a male character.

0:33:09.760 --> 0:33:14.360
<v Speaker 1>The researchers found that indeed, participants in sexualized conditions reported

0:33:14.400 --> 0:33:18.880
<v Speaker 1>significantly more body related thoughts. UH, So the face itself

0:33:18.920 --> 0:33:22.040
<v Speaker 1>had no effect there as for rape myth acceptance of

0:33:22.280 --> 0:33:24.920
<v Speaker 1>judged by the use of Bird's r m A scale

0:33:24.960 --> 0:33:29.320
<v Speaker 1>from UH which uses a series of questions, this is

0:33:29.320 --> 0:33:32.440
<v Speaker 1>what they They found out. Participants who wore the sexualized

0:33:32.480 --> 0:33:35.960
<v Speaker 1>self expressed greater r M A than participants with a

0:33:36.040 --> 0:33:39.360
<v Speaker 1>sexualized other, and there was no significant difference between the

0:33:39.400 --> 0:33:43.240
<v Speaker 1>two non sexualized m v our bodies. Well that's a

0:33:43.280 --> 0:33:46.960
<v Speaker 1>disturbing finding. Now, the authors and all this, they acknowledged

0:33:47.000 --> 0:33:49.960
<v Speaker 1>that this was a small study limited in scope. You know,

0:33:49.960 --> 0:33:54.000
<v Speaker 1>it's just less than a hundred women from a single college.

0:33:54.440 --> 0:33:57.360
<v Speaker 1>But they concluded from this that women can be affected

0:33:57.520 --> 0:34:01.000
<v Speaker 1>negatively by the avatars they wear and it can alter

0:34:01.120 --> 0:34:03.720
<v Speaker 1>their behavior both on and offline. I think that would

0:34:03.720 --> 0:34:05.840
<v Speaker 1>be an important thing to keep looking into and see

0:34:05.840 --> 0:34:08.359
<v Speaker 1>if you can replicate, because I mean, there are tons

0:34:08.360 --> 0:34:10.640
<v Speaker 1>of video games that, as you said, have these overtly

0:34:11.320 --> 0:34:15.279
<v Speaker 1>sexualized female bodies that characters or that players in body,

0:34:15.360 --> 0:34:17.680
<v Speaker 1>and if it leads to something as truly harmful as

0:34:17.719 --> 0:34:21.200
<v Speaker 1>acceptance of dangerous rape myths and victim blaming, this is

0:34:21.239 --> 0:34:24.080
<v Speaker 1>something that could have a very strong effect on society

0:34:24.120 --> 0:34:26.239
<v Speaker 1>and would be important to know. Yeah, and likewise I

0:34:26.520 --> 0:34:28.880
<v Speaker 1>would I would love to see more on the potential

0:34:28.920 --> 0:34:32.440
<v Speaker 1>effects on male players as well, because the argument here

0:34:32.480 --> 0:34:35.200
<v Speaker 1>is not that that females are wired in a weird

0:34:35.239 --> 0:34:38.600
<v Speaker 1>way and therefore are susceptible to this influence, susceptible to

0:34:39.000 --> 0:34:43.440
<v Speaker 1>like the sexual proteus effect. Obviously men would be susceptible

0:34:43.480 --> 0:34:47.280
<v Speaker 1>to this too, even though the stereotypes that are involved

0:34:47.320 --> 0:34:51.120
<v Speaker 1>in this particular study are very female centric. But maby

0:34:51.200 --> 0:34:53.200
<v Speaker 1>comes back to the wrestling games for instance. You know,

0:34:53.280 --> 0:34:56.160
<v Speaker 1>like what happens if a male player is then putting

0:34:56.160 --> 0:34:59.680
<v Speaker 1>their face on this body with this like ridiculous muscle

0:34:59.719 --> 0:35:03.480
<v Speaker 1>man Zeke and then engaging in physical violence uh with

0:35:03.600 --> 0:35:06.720
<v Speaker 1>a with another character, Like what what kind of protein

0:35:06.760 --> 0:35:09.160
<v Speaker 1>effect would that have on the individual? Yeah? I think

0:35:09.320 --> 0:35:12.920
<v Speaker 1>one thing that's not clear yet is how potentially strong

0:35:13.120 --> 0:35:16.640
<v Speaker 1>this effect is. Um. Now, there are obviously going to

0:35:16.719 --> 0:35:19.480
<v Speaker 1>be variables no matter what, even if we don't know

0:35:19.480 --> 0:35:21.440
<v Speaker 1>what they are yet, They're gonna be variables that make

0:35:21.520 --> 0:35:24.080
<v Speaker 1>this effect stronger or less strong to the extent that

0:35:24.160 --> 0:35:28.080
<v Speaker 1>it's true at all. But I wonder how potentially strong

0:35:28.360 --> 0:35:30.719
<v Speaker 1>is it? You know what I mean? Like at its

0:35:30.920 --> 0:35:33.600
<v Speaker 1>most strong, will it have a little bit of an

0:35:33.600 --> 0:35:36.200
<v Speaker 1>effect that we walk away with when we're done playing

0:35:36.239 --> 0:35:39.080
<v Speaker 1>the game? Or are there ways that you could tweak

0:35:39.120 --> 0:35:43.080
<v Speaker 1>and fine tune the gaming and avatar embodiment experience that

0:35:43.160 --> 0:35:48.080
<v Speaker 1>could have radical or revolutionary self editing types of effects?

0:35:48.320 --> 0:35:50.640
<v Speaker 1>You know? Like I'm almost wondering if there could be

0:35:50.680 --> 0:35:53.879
<v Speaker 1>like avatar therapy, Like you have a person who has

0:35:54.400 --> 0:35:58.839
<v Speaker 1>harmful or self destructive types of self perception issues, and

0:35:58.920 --> 0:36:02.640
<v Speaker 1>that with a finely tweaked virtual environment and finally tweaked

0:36:02.719 --> 0:36:06.560
<v Speaker 1>type of avatar, you could actually treat that sort of condition. Yeah, well,

0:36:06.600 --> 0:36:08.200
<v Speaker 1>I mean it just wouldn't be the first time people

0:36:08.239 --> 0:36:13.440
<v Speaker 1>have proposed treating or studied the treatment of various ailments

0:36:13.440 --> 0:36:16.480
<v Speaker 1>through virtual reality. Different studies into the use of virtuality

0:36:16.520 --> 0:36:20.680
<v Speaker 1>to treat nicotine addiction, for example, or a post traumatic

0:36:20.719 --> 0:36:24.600
<v Speaker 1>stress disorders. So, uh, I mean that's one of the

0:36:24.680 --> 0:36:27.120
<v Speaker 1>things about virtual reality is that there's there, there are

0:36:27.120 --> 0:36:31.440
<v Speaker 1>a number of possibilities there beyond mirror entertainment or distraction.

0:36:32.000 --> 0:36:34.520
<v Speaker 1>And uh and we should probably cover more of them

0:36:34.560 --> 0:36:36.879
<v Speaker 1>on the show. I feel like we've we haven't really

0:36:36.920 --> 0:36:39.920
<v Speaker 1>touched on VR and in quite a while. Yeah. Absolutely. Now,

0:36:39.960 --> 0:36:41.799
<v Speaker 1>one thing I've read along these lines is that I

0:36:41.800 --> 0:36:44.759
<v Speaker 1>came across the study from fourteen applying the idea of

0:36:44.800 --> 0:36:49.200
<v Speaker 1>the proteus effect to the idea of exercise games. So

0:36:49.360 --> 0:36:53.480
<v Speaker 1>this was a study published by Benjamin Lee at All

0:36:53.560 --> 0:36:57.400
<v Speaker 1>in Games for Health Research, Development and Clinical Applications. So

0:36:57.480 --> 0:37:00.960
<v Speaker 1>this was a study about exercise as games and how

0:37:01.000 --> 0:37:04.239
<v Speaker 1>they can be used to try to encourage fitness behaviors

0:37:04.239 --> 0:37:07.800
<v Speaker 1>and children. And study was called we Myself and Size

0:37:08.760 --> 0:37:12.120
<v Speaker 1>the influence of proteus effect and stereotype threat on overweight

0:37:12.200 --> 0:37:15.680
<v Speaker 1>children's exercise motivation and behavior and excer games. So this

0:37:15.719 --> 0:37:17.160
<v Speaker 1>is going to be one example of the kind of

0:37:17.160 --> 0:37:19.879
<v Speaker 1>thing I was just talking about, right, like taking advantage

0:37:19.920 --> 0:37:24.000
<v Speaker 1>of the proteus effect to try to optimize people's performance

0:37:24.040 --> 0:37:26.759
<v Speaker 1>and self improvement behaviors. And the idea here is that

0:37:27.040 --> 0:37:30.440
<v Speaker 1>if you can get children to exercise more based on

0:37:30.560 --> 0:37:34.600
<v Speaker 1>exercise video games by using different types of avatars. So

0:37:34.960 --> 0:37:37.799
<v Speaker 1>they tested a hundred and forty children between nine and

0:37:37.840 --> 0:37:41.560
<v Speaker 1>twelve years of age who were overweight. The dependent variables

0:37:41.600 --> 0:37:46.840
<v Speaker 1>they tested were exercise attitudes of the children, exercise motivation

0:37:46.920 --> 0:37:51.160
<v Speaker 1>that was platform specific, specifically like how motivated are you

0:37:51.200 --> 0:37:54.200
<v Speaker 1>to exercise on this we game you've got, and then

0:37:54.239 --> 0:37:58.239
<v Speaker 1>finally their their performance inside the exercise game, And what

0:37:58.360 --> 0:38:01.719
<v Speaker 1>they ultimately claimed to find is that overweight children who

0:38:01.719 --> 0:38:07.520
<v Speaker 1>were given avatars that looked overweight performed worse compared to

0:38:07.760 --> 0:38:11.360
<v Speaker 1>children who were given avatars of a normal body size.

0:38:11.719 --> 0:38:14.440
<v Speaker 1>So if you're given an avatar that looks fitter, that

0:38:14.600 --> 0:38:18.360
<v Speaker 1>looks healthier, you do better in all four of the

0:38:18.400 --> 0:38:22.560
<v Speaker 1>dependent variable categories. And they also tested stuff about stereotype

0:38:22.600 --> 0:38:26.520
<v Speaker 1>threat like whether giving these children negative stereotypes about exercise

0:38:26.600 --> 0:38:30.840
<v Speaker 1>motivation and overweight children would hurt their performance, and that

0:38:30.960 --> 0:38:33.919
<v Speaker 1>also did seem to matter. So it turns out that

0:38:34.000 --> 0:38:36.960
<v Speaker 1>you don't want to give children negative stereotypes about how

0:38:36.960 --> 0:38:39.480
<v Speaker 1>they might perform in these video games if you want

0:38:39.480 --> 0:38:42.279
<v Speaker 1>them to do better. But also just changing what the

0:38:42.320 --> 0:38:45.960
<v Speaker 1>avatar they use looks like can really matter in how

0:38:46.000 --> 0:38:50.359
<v Speaker 1>they do with exercise motivation and exercise performance in the games. Well,

0:38:50.400 --> 0:38:53.200
<v Speaker 1>I've never played a fitness video game per se, but

0:38:53.360 --> 0:38:55.040
<v Speaker 1>I can I can second see where that would that

0:38:55.040 --> 0:38:57.640
<v Speaker 1>would happen effect. Yet again, I want to ask the

0:38:57.719 --> 0:39:00.920
<v Speaker 1>question I asked a minute ago. I wonder, to whatever

0:39:01.000 --> 0:39:05.279
<v Speaker 1>extent this effect is real, how strong could it possibly be?

0:39:06.160 --> 0:39:08.120
<v Speaker 1>Like is the most you could hope for that you'll

0:39:08.160 --> 0:39:11.160
<v Speaker 1>get a slight improvement with this kind of thing? Or

0:39:11.200 --> 0:39:14.080
<v Speaker 1>could you tweak and keep testing these types of avatar

0:39:14.239 --> 0:39:18.120
<v Speaker 1>changes until you find just the right formula to really

0:39:18.160 --> 0:39:20.600
<v Speaker 1>make a huge difference in the way people's brains work

0:39:20.640 --> 0:39:25.319
<v Speaker 1>in these tasks. Yea. Indeed. Indeed, another interesting way that

0:39:25.719 --> 0:39:29.520
<v Speaker 1>I found this being studied was the idea of performing

0:39:29.920 --> 0:39:35.600
<v Speaker 1>stereotyped gendered behaviors in video games based on the gender

0:39:35.640 --> 0:39:38.799
<v Speaker 1>of the avatar you're you've you've been given, so they're

0:39:39.000 --> 0:39:43.320
<v Speaker 1>stereotypes about how certain genders should behave in video games.

0:39:43.320 --> 0:39:47.240
<v Speaker 1>One would be that there's a stereotype that females would

0:39:47.760 --> 0:39:49.880
<v Speaker 1>like in a in a battle game where you're like

0:39:49.920 --> 0:39:53.239
<v Speaker 1>dealing damaged to enemies and then performing healing spells or

0:39:53.280 --> 0:39:55.880
<v Speaker 1>something like that, where you're healing yourself and healing others.

0:39:56.000 --> 0:39:59.280
<v Speaker 1>This would be a massive multiplayer online deal where you're

0:39:59.400 --> 0:40:04.239
<v Speaker 1>you're playing with other human players yea in the virtual realm. Yeah,

0:40:04.239 --> 0:40:06.359
<v Speaker 1>So imagine a game like World of war Craft or something.

0:40:06.400 --> 0:40:08.400
<v Speaker 1>You can you can like hack at the monster, you

0:40:08.400 --> 0:40:12.000
<v Speaker 1>can heal yourself, and the stereotype would say that, well,

0:40:12.400 --> 0:40:14.880
<v Speaker 1>male players are gonna hack more and heal less, and

0:40:14.920 --> 0:40:17.560
<v Speaker 1>that female players are gonna heal more and hack less

0:40:17.800 --> 0:40:20.799
<v Speaker 1>to whatever. That that might not be true about real

0:40:20.840 --> 0:40:23.239
<v Speaker 1>performance with gender identity at all, but that's like the

0:40:23.239 --> 0:40:27.480
<v Speaker 1>stereotyped idea. And it turns out that players that that

0:40:27.560 --> 0:40:31.120
<v Speaker 1>difference doesn't appear so much in the actual gender identities

0:40:31.160 --> 0:40:35.160
<v Speaker 1>of players, but it does appear more so with the

0:40:35.360 --> 0:40:39.360
<v Speaker 1>virtual identities of characters. So whether or not the player

0:40:39.560 --> 0:40:43.480
<v Speaker 1>is actually actually identifies as male or female, the character

0:40:43.640 --> 0:40:47.239
<v Speaker 1>that they're playing as in the game will conform to

0:40:47.320 --> 0:40:51.720
<v Speaker 1>those stereotyped behaviors. More like people playing as virtual female

0:40:51.800 --> 0:40:55.920
<v Speaker 1>characters heal more interesting. Huh. You know, I can't help

0:40:55.960 --> 0:40:59.240
<v Speaker 1>but think again about about sky Rim as an example

0:41:00.000 --> 0:41:02.120
<v Speaker 1>of a possible example, or at least in an area

0:41:02.160 --> 0:41:04.480
<v Speaker 1>for steady and all of this where you have uh,

0:41:04.520 --> 0:41:08.640
<v Speaker 1>these various uh official expansions that came out that allowed

0:41:08.680 --> 0:41:12.800
<v Speaker 1>your character to not only marry, but to adopt children

0:41:12.840 --> 0:41:16.040
<v Speaker 1>and essentially grow a family in this game that's mostly

0:41:16.080 --> 0:41:20.239
<v Speaker 1>about killing monsters and exploring, uh, you know, to what

0:41:20.360 --> 0:41:23.960
<v Speaker 1>extent does uh does the proteus effect rear? It's it's

0:41:24.040 --> 0:41:26.319
<v Speaker 1>ugly head here as well. But indeed, could a game

0:41:26.360 --> 0:41:29.000
<v Speaker 1>like Skyrim make you a better parent? I don't know.

0:41:29.080 --> 0:41:31.160
<v Speaker 1>I mean, that's a good question. I come back to

0:41:31.280 --> 0:41:34.319
<v Speaker 1>something that this is obviously not very original idea. People

0:41:34.360 --> 0:41:36.720
<v Speaker 1>have been asking this ever since the days of Doom

0:41:36.880 --> 0:41:39.919
<v Speaker 1>and stuff in the nineties. But I wonder about the

0:41:39.960 --> 0:41:45.400
<v Speaker 1>proteus effect like effects of first person shooters. I admit

0:41:45.440 --> 0:41:48.000
<v Speaker 1>I'm not a big fan of many first person shooters.

0:41:48.000 --> 0:41:49.600
<v Speaker 1>The few that I like, you know, I like like

0:41:49.640 --> 0:41:53.400
<v Speaker 1>the Bioshot games because they've got interesting environments and storylines

0:41:53.440 --> 0:41:56.479
<v Speaker 1>and stuff. But generally I don't really like games where

0:41:56.480 --> 0:41:59.600
<v Speaker 1>you just become a gun and you're just walking around

0:41:59.600 --> 0:42:02.280
<v Speaker 1>in all you are is a gun poking into the world,

0:42:02.480 --> 0:42:05.239
<v Speaker 1>and then that gun shoots. Well there's something kind of

0:42:05.239 --> 0:42:09.560
<v Speaker 1>holy in American about that. But uh, but yeah, I

0:42:09.560 --> 0:42:11.879
<v Speaker 1>can't think of many games like that that I find

0:42:11.960 --> 0:42:15.359
<v Speaker 1>very enjoyable. I don't even bother with them generally now,

0:42:15.400 --> 0:42:19.360
<v Speaker 1>but there's something about the embodiment as a gun that

0:42:19.480 --> 0:42:23.719
<v Speaker 1>has kind of creepy proteus effect implications. Oh well, I

0:42:23.719 --> 0:42:25.799
<v Speaker 1>mean we could, we could go to an entire tangent there,

0:42:25.840 --> 0:42:28.360
<v Speaker 1>because on one hand, a gun is a tool that

0:42:28.480 --> 0:42:30.799
<v Speaker 1>you hold in the reel, and when you hold a

0:42:30.840 --> 0:42:34.080
<v Speaker 1>gun or any tool in the real your body schema

0:42:34.120 --> 0:42:38.040
<v Speaker 1>adjust to its presence and that tool or weapon, that gun,

0:42:38.120 --> 0:42:40.960
<v Speaker 1>that sword, it becomes an extension of your body. Yeah,

0:42:40.960 --> 0:42:43.400
<v Speaker 1>but in these games, it's all you see of your body.

0:42:43.440 --> 0:42:45.520
<v Speaker 1>It's the only part of you there is. We need

0:42:45.560 --> 0:42:47.400
<v Speaker 1>to play some of the updated ones because like the

0:42:47.480 --> 0:42:49.680
<v Speaker 1>latest Doom, your arms are in there because you're you're

0:42:49.719 --> 0:42:52.680
<v Speaker 1>ripping open the heads of demons, stopping their faces and

0:42:52.680 --> 0:42:56.799
<v Speaker 1>all sorts of of gory effects. Now, at the same

0:42:56.840 --> 0:42:59.160
<v Speaker 1>time that I think all this is interesting to wonder about,

0:42:59.200 --> 0:43:02.520
<v Speaker 1>I don't want to over speculator oversell confidence on video

0:43:02.520 --> 0:43:05.719
<v Speaker 1>game panic because I haven't seen any convincing evidence that

0:43:06.160 --> 0:43:08.200
<v Speaker 1>like playing a first person shooter or makes you a

0:43:08.280 --> 0:43:11.480
<v Speaker 1>killer or anything like that. But but it does make

0:43:11.520 --> 0:43:13.600
<v Speaker 1>you think. All right, well that note, We're gonna take

0:43:13.600 --> 0:43:15.319
<v Speaker 1>one more break, and when we come back, we have

0:43:15.520 --> 0:43:18.760
<v Speaker 1>a few a few additional ideas I want to share

0:43:18.800 --> 0:43:24.440
<v Speaker 1>in some closing thoughts. Alright, we're back. So we were

0:43:24.480 --> 0:43:28.120
<v Speaker 1>talking about violent video games and games where you become

0:43:28.160 --> 0:43:31.640
<v Speaker 1>a gun or a murderous space marine, or or you know,

0:43:31.719 --> 0:43:36.080
<v Speaker 1>any number of of variations on this theme. And uh,

0:43:36.280 --> 0:43:39.640
<v Speaker 1>I actually ran across a piece in Ian magazine, which

0:43:39.680 --> 0:43:44.560
<v Speaker 1>we we frequently cite. They have a wonderful uh storehouse

0:43:44.640 --> 0:43:49.760
<v Speaker 1>of of essays about a variety of topics, always thought provoking. Yeah,

0:43:49.840 --> 0:43:54.200
<v Speaker 1>and this was this one by Angela Buckingham makes the

0:43:54.280 --> 0:43:57.920
<v Speaker 1>case that murder should be illegal in virtual reality as

0:43:57.960 --> 0:44:01.040
<v Speaker 1>well as you know, our actual reality, and she uses

0:44:01.040 --> 0:44:03.840
<v Speaker 1>the produce effect to make her case. Yeah, So I

0:44:03.880 --> 0:44:05.799
<v Speaker 1>just wanted to read one quick quote from it. She says,

0:44:06.120 --> 0:44:09.200
<v Speaker 1>in an immersive virtual environment, what will it be like

0:44:09.360 --> 0:44:14.120
<v Speaker 1>to kill? Surely a terrifying, electrifying, even thrilling experience. But

0:44:14.239 --> 0:44:18.560
<v Speaker 1>by embodying killers, we risk making violence more tantalizing, training

0:44:18.600 --> 0:44:23.360
<v Speaker 1>ourselves in cruelty, and normalizing aggression. The possibility of building

0:44:23.640 --> 0:44:26.520
<v Speaker 1>fantasy worlds excites me as a filmmaker, but as a

0:44:26.600 --> 0:44:29.520
<v Speaker 1>human being, I think we must be wary. Now. I

0:44:29.520 --> 0:44:32.040
<v Speaker 1>can hear all of the video game players out there

0:44:32.040 --> 0:44:35.240
<v Speaker 1>in the audience saying like, no, don't limit my freedom.

0:44:35.480 --> 0:44:38.359
<v Speaker 1>You know, well you'll you'll say like, hold on, I've

0:44:38.360 --> 0:44:41.440
<v Speaker 1>played lots of violent video games that are highly realistic,

0:44:41.520 --> 0:44:44.360
<v Speaker 1>and you do all kinds of fighting and destruction and killing.

0:44:44.680 --> 0:44:47.279
<v Speaker 1>But I'm a perfectly peaceful person. I would never want

0:44:47.280 --> 0:44:49.839
<v Speaker 1>to hurt anybody. Uh, you know, you want to use

0:44:49.840 --> 0:44:54.360
<v Speaker 1>your yourself as the anecdotal example against what she's arguing.

0:44:54.400 --> 0:44:56.279
<v Speaker 1>But while I'm not saying I agree with her, I

0:44:56.280 --> 0:44:59.480
<v Speaker 1>think we should take this idea seriously. Yeah, it's something

0:44:59.520 --> 0:45:02.560
<v Speaker 1>to think about that, the idea that as games become

0:45:02.600 --> 0:45:06.719
<v Speaker 1>more realistic, as the way we embody the characters we

0:45:06.800 --> 0:45:11.040
<v Speaker 1>play in them becomes more immersive and more compelling, the

0:45:11.160 --> 0:45:16.280
<v Speaker 1>proteus effects that they produce could become stronger and stronger. Yeah.

0:45:16.320 --> 0:45:20.160
<v Speaker 1>And in this uh, this essay, Buckingham references the work

0:45:20.200 --> 0:45:24.080
<v Speaker 1>of German philosopher Thomas Metzinger, and uh, and I looked

0:45:24.160 --> 0:45:26.400
<v Speaker 1>up an interview with him from two thousands sixteen and

0:45:26.440 --> 0:45:28.680
<v Speaker 1>New Scientists. So I'm gonna read this, but I want

0:45:28.680 --> 0:45:31.560
<v Speaker 1>to drive home before I even read it. That Metzinger

0:45:31.760 --> 0:45:34.440
<v Speaker 1>is not a Luddite. He's not opposed to VR. He's

0:45:34.480 --> 0:45:37.880
<v Speaker 1>expressed excitement for the possibilities of VR. But he is

0:45:37.920 --> 0:45:41.239
<v Speaker 1>just saying, let us, let us be cautious, let us

0:45:41.280 --> 0:45:44.720
<v Speaker 1>study what is happening as we procede. He says, quote,

0:45:44.960 --> 0:45:49.080
<v Speaker 1>there may be a risk of depersonalization, whereafter an extended

0:45:49.080 --> 0:45:52.520
<v Speaker 1>immersion in a virtual environment, your physical body may seem

0:45:52.560 --> 0:45:55.840
<v Speaker 1>unreal to you. Fully immersive experiences have a bigger and

0:45:55.880 --> 0:45:59.520
<v Speaker 1>more lasting impact on people's behavior. In psychology, we know

0:45:59.760 --> 0:46:02.160
<v Speaker 1>from a rubber hand illusion that our brains can be

0:46:02.200 --> 0:46:05.480
<v Speaker 1>fooled into thinking that an inanimate rubber hand is our own.

0:46:05.920 --> 0:46:08.880
<v Speaker 1>In v our environments, we can be fooled into thinking

0:46:08.880 --> 0:46:12.879
<v Speaker 1>that we are our avatars. Consumers must understand that not

0:46:13.040 --> 0:46:15.759
<v Speaker 1>all of the risks are known in advance. There may

0:46:15.800 --> 0:46:18.600
<v Speaker 1>be a tiny percentage of the population that has a

0:46:18.640 --> 0:46:23.440
<v Speaker 1>certain psychiatric vulnerability, such that binging on VR may result

0:46:23.640 --> 0:46:28.720
<v Speaker 1>in a prolonged psychotic episode. One can only speculate. Yet again,

0:46:28.760 --> 0:46:31.320
<v Speaker 1>I think that is an idea worth taking very seriously.

0:46:31.360 --> 0:46:35.319
<v Speaker 1>Now you can cite the examples, uh, the anecdotes of

0:46:35.560 --> 0:46:37.839
<v Speaker 1>you know, I and my friends. We we play these

0:46:37.920 --> 0:46:40.040
<v Speaker 1>video games. We play violent games, so we would never

0:46:40.040 --> 0:46:42.240
<v Speaker 1>heard a fly. We're you know, we're very nice people,

0:46:42.640 --> 0:46:46.440
<v Speaker 1>but you are. They're taking a small sample. When you

0:46:46.480 --> 0:46:51.120
<v Speaker 1>apply these stimuli to vast populations, it's possible that some

0:46:51.320 --> 0:46:55.360
<v Speaker 1>subset of the population could have very strong responses to them.

0:46:55.400 --> 0:46:58.600
<v Speaker 1>I mean, certainly we see this with responses to other

0:46:58.680 --> 0:47:00.640
<v Speaker 1>forms of media. Yeah, I mean we know that some

0:47:00.680 --> 0:47:04.000
<v Speaker 1>people were more vulnerable to queuing than others, and are

0:47:04.040 --> 0:47:09.520
<v Speaker 1>more susceptible to influences from from fiction, from movies, from music, etcetera.

0:47:09.640 --> 0:47:12.120
<v Speaker 1>So I think it's interesting that he invokes the idea

0:47:12.120 --> 0:47:16.000
<v Speaker 1>of the rubber hand illusion. If you've never seen this research,

0:47:16.239 --> 0:47:18.120
<v Speaker 1>you should look up some of these videos on YouTube

0:47:18.200 --> 0:47:21.920
<v Speaker 1>or even try it yourself where you can. You can

0:47:22.120 --> 0:47:25.520
<v Speaker 1>put two hands on a table and one of them

0:47:25.680 --> 0:47:27.560
<v Speaker 1>is your real hand, in the other hand is a

0:47:27.560 --> 0:47:31.880
<v Speaker 1>fake hand that's not actually yours, and somebody like maybe

0:47:31.920 --> 0:47:34.879
<v Speaker 1>like strokes both hands or something long enough to give

0:47:34.920 --> 0:47:38.040
<v Speaker 1>you to get you to start imagining that the fake

0:47:38.120 --> 0:47:40.920
<v Speaker 1>hand is also your real hand. Then if you hit

0:47:40.960 --> 0:47:43.399
<v Speaker 1>that fake hand with a hammer, people will freak out.

0:47:44.000 --> 0:47:47.200
<v Speaker 1>They for a second they think it's their actual hand. Yeah.

0:47:47.600 --> 0:47:49.719
<v Speaker 1>And this is another case where I'd love to hear

0:47:49.800 --> 0:47:53.480
<v Speaker 1>from listeners who have more experience with with VR video games,

0:47:53.480 --> 0:47:55.640
<v Speaker 1>for instance, than we do. UH. For instance, I know

0:47:55.680 --> 0:47:58.400
<v Speaker 1>we're both fans of the The Alien Isolation game that

0:47:58.440 --> 0:48:01.080
<v Speaker 1>came out a few years back. It's my understanding that

0:48:01.200 --> 0:48:04.480
<v Speaker 1>one can play that in a virtual environment, which sounds

0:48:04.480 --> 0:48:07.680
<v Speaker 1>absolutely terrifying because when I played that game, I felt

0:48:07.680 --> 0:48:11.520
<v Speaker 1>like I was I was actually hiding in uh in

0:48:11.560 --> 0:48:14.600
<v Speaker 1>a locker, waiting for the xenomorph to pass. I can't

0:48:14.600 --> 0:48:19.680
<v Speaker 1>imagine playing it in a more personal virtual environment. That's

0:48:19.680 --> 0:48:22.200
<v Speaker 1>an interesting game because, as we talk about proteus effects

0:48:22.239 --> 0:48:25.680
<v Speaker 1>in the way they change our brains, lots of first

0:48:25.680 --> 0:48:28.600
<v Speaker 1>person games, as we were talking about earlier, are very

0:48:28.840 --> 0:48:31.160
<v Speaker 1>The character has a lot of agency and commits a

0:48:31.160 --> 0:48:34.080
<v Speaker 1>lot of violence. Maybe and it's very uh, I don't know,

0:48:34.160 --> 0:48:37.280
<v Speaker 1>powerful and dominant. When you're you're in doom or something

0:48:37.320 --> 0:48:39.120
<v Speaker 1>and you become a gun and you're just killing all

0:48:39.120 --> 0:48:42.920
<v Speaker 1>these monsters in this Alien game and some other recent

0:48:43.000 --> 0:48:46.360
<v Speaker 1>generation of horror games. You're very powerless. You have nothing

0:48:46.440 --> 0:48:48.880
<v Speaker 1>you can really do to beat the monster. It's a

0:48:49.040 --> 0:48:52.040
<v Speaker 1>it's a it's about hiding, and it's about cleverness and

0:48:52.120 --> 0:48:56.359
<v Speaker 1>powerlessness and how to to sneak away and survive. And

0:48:56.440 --> 0:48:58.680
<v Speaker 1>it's a very different type of experience than a lot

0:48:58.719 --> 0:49:01.160
<v Speaker 1>of other games of this generation. Yeah, and it really

0:49:01.239 --> 0:49:04.200
<v Speaker 1>more more fitting with the human condition. Right. We don't

0:49:04.239 --> 0:49:08.360
<v Speaker 1>succeed in life by being just unstoppable killing machines. We

0:49:08.360 --> 0:49:10.479
<v Speaker 1>we do it by by hiding in lockers and under

0:49:10.480 --> 0:49:15.520
<v Speaker 1>tables and waiting till the danger passes and holding your breath.

0:49:15.640 --> 0:49:18.319
<v Speaker 1>That's right, you gotta hold your breath. It's always important. Now.

0:49:18.360 --> 0:49:19.759
<v Speaker 1>I guess one thing we could say here is that

0:49:19.800 --> 0:49:22.120
<v Speaker 1>we've sort of strayed a little bit from the core

0:49:22.239 --> 0:49:24.400
<v Speaker 1>of the Proteus effects, because we've gone on to just

0:49:24.480 --> 0:49:27.560
<v Speaker 1>talk about how the whole game mechanics, you know, everything

0:49:27.600 --> 0:49:30.160
<v Speaker 1>about a video game can change the way we think

0:49:30.239 --> 0:49:33.080
<v Speaker 1>the things you have to do in it, the you know,

0:49:33.160 --> 0:49:36.520
<v Speaker 1>the type of visual experience it is. But to bring

0:49:36.520 --> 0:49:39.640
<v Speaker 1>it back to the idea of the avatar itself, not

0:49:39.760 --> 0:49:42.680
<v Speaker 1>what the game is, but the the appearance and the

0:49:43.040 --> 0:49:46.239
<v Speaker 1>and the attributes of the character you play as, and

0:49:46.360 --> 0:49:49.440
<v Speaker 1>how that can shape your mind. I am brought to

0:49:49.480 --> 0:49:52.480
<v Speaker 1>a question that goes outside of virtual environments, or maybe

0:49:52.560 --> 0:49:55.080
<v Speaker 1>goes actually to get back to the very place we started,

0:49:55.400 --> 0:49:58.600
<v Speaker 1>the analogy between virtual environments and the only thing like

0:49:58.760 --> 0:50:04.080
<v Speaker 1>them in in prehistory being being the imagination. Robert, I'm

0:50:04.080 --> 0:50:08.879
<v Speaker 1>curious if in your Dungeons and Dragons experiences you've ever

0:50:08.920 --> 0:50:12.440
<v Speaker 1>seen anything like the proteus effect, Like do the characters

0:50:12.520 --> 0:50:16.400
<v Speaker 1>people create for a D and D session change the

0:50:16.440 --> 0:50:20.359
<v Speaker 1>way the players themselves behave once even once they leave

0:50:20.440 --> 0:50:24.279
<v Speaker 1>the game, even when not explicitly role playing, Like does

0:50:24.320 --> 0:50:28.480
<v Speaker 1>a person playing a lawful good paladin take a break

0:50:28.520 --> 0:50:32.479
<v Speaker 1>to order pizza differently from that same player if they're

0:50:32.480 --> 0:50:37.480
<v Speaker 1>currently running some chaotic evil beasts that eats people. That's

0:50:37.480 --> 0:50:40.680
<v Speaker 1>a great question, um, I have to say I will.

0:50:40.719 --> 0:50:43.480
<v Speaker 1>First of all, there are different types of players, and

0:50:43.560 --> 0:50:46.000
<v Speaker 1>some get into the role playing aspect of it more

0:50:46.040 --> 0:50:50.760
<v Speaker 1>than others. The people I play with, none of them,

0:50:50.880 --> 0:50:53.759
<v Speaker 1>none of them are using a chaotic evil character, or

0:50:54.320 --> 0:50:58.759
<v Speaker 1>like every everybody's character seems to be a partial extension

0:50:58.760 --> 0:51:02.400
<v Speaker 1>of their own personality, but maybe they're leaning into certain

0:51:02.440 --> 0:51:06.239
<v Speaker 1>things more than others. Like one player, it was more

0:51:06.680 --> 0:51:09.680
<v Speaker 1>was very argumentative as his character, but he's also a

0:51:09.680 --> 0:51:12.840
<v Speaker 1>little bit argumentative in life, right, but maybe he was

0:51:12.840 --> 0:51:15.439
<v Speaker 1>a little more argumentative when when he was playing his character.

0:51:15.480 --> 0:51:19.160
<v Speaker 1>Another plays a character that is a that is kind

0:51:19.160 --> 0:51:22.000
<v Speaker 1>of gregarious, and I could see sometimes I see him

0:51:22.040 --> 0:51:25.120
<v Speaker 1>behaving in a gregarious way that seems like an extension

0:51:25.160 --> 0:51:27.279
<v Speaker 1>of his character. But it's kind of a chicken and

0:51:27.320 --> 0:51:30.560
<v Speaker 1>egg scenario. They're right, you know, are they They're not

0:51:30.680 --> 0:51:34.360
<v Speaker 1>necessarily acting out in a way that is different from themselves.

0:51:34.440 --> 0:51:38.120
<v Speaker 1>They're just sort of leaning into this, uh, this this

0:51:38.280 --> 0:51:40.800
<v Speaker 1>version of who they already are. Well, another way to

0:51:40.880 --> 0:51:44.240
<v Speaker 1>think about that is that they could actually be using

0:51:44.440 --> 0:51:46.840
<v Speaker 1>some version of the proteus effect. A little bit different

0:51:46.880 --> 0:51:49.000
<v Speaker 1>because it's not in virtual environments, but let's let's go

0:51:49.040 --> 0:51:52.479
<v Speaker 1>back to a virtual environment. I think people could use

0:51:52.640 --> 0:51:58.080
<v Speaker 1>some version of the proteus effect to essentially intentionally edit

0:51:58.160 --> 0:52:01.279
<v Speaker 1>to their own personality. You know, it's kind of hard

0:52:01.320 --> 0:52:03.680
<v Speaker 1>to change who you are, but I would say that

0:52:03.760 --> 0:52:07.680
<v Speaker 1>the most sure fire way to make changes to yourself

0:52:07.960 --> 0:52:11.520
<v Speaker 1>is not through thinking about them, but through doing things

0:52:11.680 --> 0:52:13.920
<v Speaker 1>right if you want to change who you are, change

0:52:13.920 --> 0:52:17.640
<v Speaker 1>your behavior first, and your nature will follow. And and

0:52:17.640 --> 0:52:19.360
<v Speaker 1>to that point, I have to say that the people

0:52:19.400 --> 0:52:21.719
<v Speaker 1>that I've played with, they tend to they tend to

0:52:21.800 --> 0:52:24.840
<v Speaker 1>want to be noble. They want to they want to

0:52:24.840 --> 0:52:28.160
<v Speaker 1>be the heroes of the story and and save the day,

0:52:28.239 --> 0:52:29.840
<v Speaker 1>which is great because that's the kind of game I

0:52:29.880 --> 0:52:33.399
<v Speaker 1>want to play. Uh And in d M, I don't

0:52:33.440 --> 0:52:36.160
<v Speaker 1>really want to d M a game where everyone is

0:52:36.200 --> 0:52:39.480
<v Speaker 1>a is a marauding jerk quad, right and they're just

0:52:39.840 --> 0:52:42.759
<v Speaker 1>tearing apart towns, because then that does begin to feel

0:52:42.800 --> 0:52:45.760
<v Speaker 1>a little icky, I would think. But but then again,

0:52:46.120 --> 0:52:47.799
<v Speaker 1>I would love to hear from anyone out there who's

0:52:47.800 --> 0:52:49.520
<v Speaker 1>been in a game like that. Have you have you

0:52:49.600 --> 0:52:54.120
<v Speaker 1>been in a chaotic evil essentially? Like like maybe there's

0:52:54.200 --> 0:52:57.480
<v Speaker 1>a there's a Blood Meridian role playing montule out there

0:52:58.080 --> 0:53:00.480
<v Speaker 1>that people are really crazy about and you can tell

0:53:00.480 --> 0:53:02.840
<v Speaker 1>me about it that I for one would not want

0:53:02.880 --> 0:53:06.600
<v Speaker 1>to run or participate in in the Blood Cormick McCarthy

0:53:06.640 --> 0:53:09.920
<v Speaker 1>Blood Meridian Dungeons and Dragons kind of campaign. And then

0:53:10.000 --> 0:53:14.000
<v Speaker 1>everybody just fights over whether they get to be Judge Holden. Yeah, Well,

0:53:14.040 --> 0:53:16.440
<v Speaker 1>I mean I would hope Judge Holden is an MPC.

0:53:16.600 --> 0:53:18.480
<v Speaker 1>But yeah, well, but that's an idea, Like you just

0:53:18.520 --> 0:53:23.560
<v Speaker 1>have a party of Judge Holden's rolling around horrible, Why

0:53:23.560 --> 0:53:26.160
<v Speaker 1>would that be even fun? Don't know, I don't know,

0:53:26.200 --> 0:53:28.840
<v Speaker 1>But okay, So I was talking about the idea of

0:53:28.960 --> 0:53:32.000
<v Speaker 1>editing the self. Now you can imagine to whatever extent

0:53:32.040 --> 0:53:35.080
<v Speaker 1>the proteus effect is real, and that you could exploit

0:53:35.120 --> 0:53:40.120
<v Speaker 1>it to intentionally edit your own personality in a direction

0:53:40.160 --> 0:53:43.000
<v Speaker 1>of your choosing. Right, So you could say, like, what

0:53:43.080 --> 0:53:47.080
<v Speaker 1>if I want to be a character more like X,

0:53:47.320 --> 0:53:51.520
<v Speaker 1>you could intentionally seek out virtual environments where you have

0:53:51.680 --> 0:53:56.080
<v Speaker 1>to play as a character who has those attributes you're seeking. Essentially,

0:53:56.120 --> 0:53:58.879
<v Speaker 1>you'd be virtually faking it till you make it. You'd

0:53:58.960 --> 0:54:03.399
<v Speaker 1>be enacting the behavior to shape yourself in the real

0:54:03.480 --> 0:54:07.319
<v Speaker 1>world as a byproduct. Interesting. Yeah, again we get back

0:54:07.360 --> 0:54:09.359
<v Speaker 1>to the idea of VR therapy. But you know, to

0:54:09.400 --> 0:54:12.719
<v Speaker 1>allude to another episode we've done before, do you think

0:54:12.719 --> 0:54:16.320
<v Speaker 1>there might be a proteus effect in place with the

0:54:16.760 --> 0:54:19.840
<v Speaker 1>game of Werewolf for Mafia? Oh, I wonder is it

0:54:20.360 --> 0:54:23.680
<v Speaker 1>does that? Displaying that game again, we're getting a little

0:54:23.680 --> 0:54:25.399
<v Speaker 1>bit off of the core of the proteus effect. Having

0:54:25.440 --> 0:54:27.560
<v Speaker 1>to do with avatars and getting more into like game

0:54:27.600 --> 0:54:33.440
<v Speaker 1>mechanics and behavior. But yeah, that does it train you

0:54:33.480 --> 0:54:35.480
<v Speaker 1>to be a liar? Like if you play a werewolf

0:54:35.520 --> 0:54:38.040
<v Speaker 1>a lot, does it make you a less honest person? Yeah?

0:54:38.160 --> 0:54:42.040
<v Speaker 1>Or just a paranoid and judgmental person. Oh yeah, I

0:54:42.040 --> 0:54:44.799
<v Speaker 1>want to offer one more weird take. See what you

0:54:44.800 --> 0:54:46.879
<v Speaker 1>think about this. Maybe this is a terrible take all right,

0:54:47.480 --> 0:54:50.080
<v Speaker 1>though I also think I can't be the first person

0:54:50.120 --> 0:54:52.040
<v Speaker 1>to suggest this, so I'm sure other people have written

0:54:52.080 --> 0:54:55.719
<v Speaker 1>about this. Social media, we've been talking about m m

0:54:55.800 --> 0:54:59.719
<v Speaker 1>O RPGs, massive multiple multiplayer online RPGs. I would say

0:54:59.760 --> 0:55:04.040
<v Speaker 1>so shoal media today is an m m O RPG.

0:55:05.160 --> 0:55:08.319
<v Speaker 1>Not It's not just like one. It literally is one.

0:55:08.440 --> 0:55:13.480
<v Speaker 1>It is a massive multiplayer online role playing game. If

0:55:13.480 --> 0:55:17.080
<v Speaker 1>you just take Twitter for example, It's a massive online

0:55:17.200 --> 0:55:21.000
<v Speaker 1>environment in which you create a character, and that character

0:55:21.120 --> 0:55:24.759
<v Speaker 1>is based on you, but isn't actually you. It is

0:55:24.800 --> 0:55:29.480
<v Speaker 1>a representation of you, composed of little segments of information

0:55:29.520 --> 0:55:32.239
<v Speaker 1>and behavior that you choose to add to that profile

0:55:32.360 --> 0:55:36.239
<v Speaker 1>of that version of you. It's character you create, interacting

0:55:36.239 --> 0:55:39.720
<v Speaker 1>with millions more who are doing the same thing, playing

0:55:39.880 --> 0:55:43.239
<v Speaker 1>roles of a character. They've created. And some players are

0:55:43.280 --> 0:55:45.480
<v Speaker 1>casual and they don't play very much, and they don't

0:55:45.520 --> 0:55:48.160
<v Speaker 1>play the role very consistently. They just pop in and out.

0:55:48.560 --> 0:55:51.800
<v Speaker 1>Others are power players and kind of addicts of the game.

0:55:51.960 --> 0:55:55.440
<v Speaker 1>They play it all the time. Sometimes these players form

0:55:55.600 --> 0:55:58.960
<v Speaker 1>loose teams and go out and fight oppositely aligned enemy

0:55:59.040 --> 0:56:02.959
<v Speaker 1>players in the very ruel space. I think Twitter really

0:56:03.000 --> 0:56:04.920
<v Speaker 1>does work in a lot of ways, kind of like

0:56:05.000 --> 0:56:07.760
<v Speaker 1>one of these games like World of Warcraft or something,

0:56:08.000 --> 0:56:11.400
<v Speaker 1>except the character creation is just less constrained by the

0:56:11.480 --> 0:56:15.040
<v Speaker 1>fantasy environment of the game. Now that's a good point.

0:56:15.080 --> 0:56:16.600
<v Speaker 1>That's a good point. I feel like we could, really

0:56:16.640 --> 0:56:20.040
<v Speaker 1>we could go wild with that concept, discussing how social

0:56:20.040 --> 0:56:22.640
<v Speaker 1>media changes who we are. Yeah, but I mean, I

0:56:22.680 --> 0:56:25.239
<v Speaker 1>think on this model you have to wonder about the

0:56:25.280 --> 0:56:29.000
<v Speaker 1>feedback loop of how the character you create on social

0:56:29.000 --> 0:56:32.359
<v Speaker 1>media feeds back into who you actually are, and how

0:56:32.440 --> 0:56:35.960
<v Speaker 1>that changes the way you play your character online. It

0:56:36.040 --> 0:56:38.960
<v Speaker 1>creates some kind of self sustaining feedback loop. But in

0:56:39.040 --> 0:56:42.040
<v Speaker 1>what what drives that loop and in what direction does

0:56:42.080 --> 0:56:45.520
<v Speaker 1>it go. Here's one more scary thought. So in all

0:56:45.560 --> 0:56:48.080
<v Speaker 1>of this, we invoke the mythic proteus and seemingly you know,

0:56:48.080 --> 0:56:50.320
<v Speaker 1>it's just meant to refer to the idea of changeing forms.

0:56:51.200 --> 0:56:53.680
<v Speaker 1>And I don't think there's actually more to it than that.

0:56:53.760 --> 0:56:55.880
<v Speaker 1>But if we're to have fun with the concept, let's

0:56:55.920 --> 0:56:59.680
<v Speaker 1>not forget that. Proteus also had that gift of unerring.

0:57:00.800 --> 0:57:04.880
<v Speaker 1>No uh so, not normally would he prophesies the future.

0:57:04.920 --> 0:57:09.440
<v Speaker 1>But his his visions were absolutely they were, they were unquestionable,

0:57:10.000 --> 0:57:12.759
<v Speaker 1>so he forced to. He can tell you who you are,

0:57:12.960 --> 0:57:15.920
<v Speaker 1>who you will be, what you will do. And I

0:57:15.960 --> 0:57:18.600
<v Speaker 1>wonder if the danger, or perhaps the promise in some

0:57:18.680 --> 0:57:21.520
<v Speaker 1>cases here of the produce effect isn't that it will

0:57:21.560 --> 0:57:24.160
<v Speaker 1>make you someone that you are not, but it will

0:57:24.240 --> 0:57:28.520
<v Speaker 1>let you become who you really are. Well, it makes

0:57:28.560 --> 0:57:31.360
<v Speaker 1>me ask the question, who are we? But what we are?

0:57:32.400 --> 0:57:35.040
<v Speaker 1>What more could we do? Being what we are? You are,

0:57:35.080 --> 0:57:39.040
<v Speaker 1>what you do, even if it's online, Just do it all? Right.

0:57:39.320 --> 0:57:41.960
<v Speaker 1>On On that note, we want to remind you check

0:57:41.960 --> 0:57:43.600
<v Speaker 1>out Stuff to Blow your Mind dot com. That's we

0:57:43.600 --> 0:57:46.120
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0:57:46.200 --> 0:57:48.520
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0:57:48.520 --> 0:57:52.560
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0:57:52.600 --> 0:57:55.720
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0:57:55.880 --> 0:57:57.640
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0:57:57.680 --> 0:57:59.840
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0:58:00.000 --> 0:58:01.800
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0:58:01.880 --> 0:58:03.880
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0:58:04.280 --> 0:58:06.240
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