Testing the Proteus Effect in Autistic and Neurotypical Participants.

Chris Fullwood, Liam Cross, Gray Atherton, Darren Chadwick
Author Information
  1. Chris Fullwood: School of Psychology, Birmingham City University, Birmingham, United Kingdom. ORCID
  2. Liam Cross: School of Psychology, University of Plymouth, Plymouth, United Kingdom.
  3. Gray Atherton: School of Psychology, University of Plymouth, Plymouth, United Kingdom.
  4. Darren Chadwick: School of Psychology, Liverpool John Moores University, Liverpool, United Kingdom.

Abstract

This study examined the Proteus effect in autistic and neurotypical participants via the video game, The Sims. Thirty-two participants (16 autistic, 16 neurotypical) participated in a free-play session of The Sims, playing as either an attractive or unattractive avatar. In line with predictions, participants who had played as the attractive avatar negotiated for a significantly larger share of a fictional pot of money during a post-play economic game. Further, participants who had used the attractive avatar engaged in significantly more exercise activities in-game and flirted more often with nonplayable characters. While there was some evidence to suggest that autistic people may be less resistant to peer influence in the economic game, this study shows for the first time how the Proteus effect can be demonstrated in autistic people. These findings have important implications for understanding how autistic people experience video games and may be leveraged to improve outcomes for autistic video gamers.

Keywords

MeSH Term

Humans
Male
Female
Autistic Disorder
Video Games
Adult
Young Adult
Adolescent

Word Cloud

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