Abstract

CyberSightings is a regular feature in CYBER that covers the news relevant to the Cyberpsychology community, including scientific breakthroughs, latest devices, conferences, book reviews, and general announcements of interest to researchers and clinicians. We welcome input for inclusion in this column, and relevant information and suggestions can be sent andrea.gaggioli@unicatt.it
One of the most impressive feature of virtual reality (VR) is that it offers users the possibility to “embody” another self-appearance (i.e., an avatar) from a first-person perspective, allowing one to experience “what it is like” to be another self. Recently, several scholars have proposed that these experiences could be used to facilitate self-knowledge and self-understanding, foster creative expression, develop new skills, and recognize and learn the value of others. A decade ago, researchers at Stanford University described a phenomenon that they labeled the “Proteus effect.” 1 They found that users' behavior is changed by the the appearance of the embodied avatar, like the Greek god Proteus who could alter his own form at will. For example, they reported that when participants' avatars had a more attractive face than their real one, they tended to stand closer to virtual representations of other people than when the virtual face was less attractive. After this observation, Bailenson's team and other research groups have carried out several experiments to test the effects of the Proteus effect on several forms of stereotypical behaviors within VR, finding for example that the appearance of the avatar can reduce implicit racial bias and promote social behaviors.
But could the transformative potential of VR also hold when virtually embodying another life forms, such as an animal or a plant? One opportunity to answer this question is “Tree” (
