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口罩是否主宰思想?:虚拟群体中代表任意性别的头像对定量任务表现的影响。

Does the mask govern the mind?: effects of arbitrary gender representation on quantitative task performance in avatar-represented virtual groups.

机构信息

1 School of Communication, The Ohio State University , Columbus, Ohio.

出版信息

Cyberpsychol Behav Soc Netw. 2014 Apr;17(4):248-54. doi: 10.1089/cyber.2013.0358. Epub 2014 Jan 30.

DOI:10.1089/cyber.2013.0358
PMID:24479529
Abstract

Virtual environments employing avatars for self-representation-including the opportunity to represent or misrepresent social categories-raise interesting and intriguing questions as to how one's avatar-based social category shapes social identity dynamics, particularly when stereotypes prevalent in the offline world apply to the social categories visually represented by avatars. The present experiment investigated how social category representation via avatars (i.e., graphical representations of people in computer-mediated environments) affects stereotype-relevant task performance. In particular, building on and extending the Proteus effect model, we explored whether and how stereotype lift (i.e., a performance boost caused by the awareness of a domain-specific negative stereotype associated with outgroup members) occurred in virtual group settings in which avatar-based gender representation was arbitrary. Female and male participants (N=120) were randomly assigned either a female avatar or a male avatar through a process masked as a random drawing. They were then placed in a numerical minority status with respect to virtual gender-as the only virtual female (male) in a computer-mediated triad with two opposite-gendered avatars-and performed a mental arithmetic task either competitively or cooperatively. The data revealed that participants who were arbitrarily represented by a male avatar and competed against two ostensible female avatars showed strongest performance compared to others on the arithmetic task. This pattern occurred regardless of participants' actual gender, pointing to a virtual stereotype lift effect. Additional mediation tests showed that task motivation partially mediated the effect. Theoretical and practical implications for social identity dynamics in avatar-based virtual environments are discussed.

摘要

虚拟环境中使用化身进行自我表现,包括代表或不代表社会类别的机会,这引发了有趣的问题,即一个人的基于化身的社会类别如何塑造社会认同动态,特别是当线下世界中普遍存在的刻板印象适用于化身所代表的社会类别时。本实验研究了通过化身(即计算机介导环境中人们的图形表示)进行社会类别表示如何影响与刻板印象相关的任务表现。具体来说,基于并扩展 Proteus 效应模型,我们探讨了在虚拟群体环境中,是否以及如何发生刻板印象提升(即由于意识到与外群体成员相关的特定领域的负面刻板印象而导致的表现提升),其中基于化身的性别表示是任意的。女性和男性参与者(N=120)通过一个过程被随机分配一个女性化身或一个男性化身,这个过程被伪装成随机抽签。然后,他们在虚拟性别方面处于少数地位,即与两个异性化身的计算机介导三人组中唯一的虚拟女性(男性),并以竞争或合作的方式执行心算任务。数据显示,与两名名义上的女性化身竞争的被任意表示为男性化身的参与者在算术任务上的表现明显优于其他参与者。这种模式无论参与者的实际性别如何都存在,表明存在虚拟刻板印象提升效应。额外的中介测试表明,任务动机部分中介了这种效应。讨论了基于化身的虚拟环境中社会认同动态的理论和实践意义。

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