A
meta-analysis examining 46 quantitative experimental studies of the Proteus effect found a small-but-approaching-medium
effect size that was relatively consistent (between 0.22 and 0.26), with nearly all variance explained, suggesting that the Proteus effect is reliable and sizable relative to other digital media effects. Findings from a study that compared the appearance and behaviors of avatars in
Second Life to the real world behavior and appearance of their users support the Proteus effect. In this study, participants who reported that they had designed their avatars to be more attractive also reported engaging in more confident and
extraverted behavior when compared to their real world behavior. A study also found that the effects happen in the short term. The Proteus effect has also been linked to attitude changes that reflect the stereotypes associated with their avatar's appearance. In a study by Jesse Fox, Jeremy N. Bailenson, and Liz Tricase, women were assigned avatars whose appearances were either highly
sexualized or non-sexualized. While wearing a
head-mounted display, participants were asked to face a virtual mirror that allowed them to see the reflection of their avatar. This was followed by a virtual conversation with a male avatar who was being controlled by the researchers. Women who used a sexualized avatar reported having more thoughts about their
body image. The researchers concluded that this finding supports the Proteus effect by demonstrating that individuals
internalized the sexualized aspects of their avatar's appearance, which led to greater
self-objectification. Support for this conclusion comes from a similar study in which more body-related thoughts were reported by women who were asked to wear a swimsuit when compared to women who were only asked to try on a shirt while facing a mirror. There are also studies that suggest how the use of avatars decrease stereotypes about elderly groups. Across three studies, the results consistently showed that participants were more likely to increase their level of physical activity after observing an avatar engage in those behaviors and be rewarded for them. One major difference in this study is that the effects that avatars had on participants' behavior depended on how much the avatar resembled the user. This difference was tested by assigning some users avatars that had been created using photographs of their actual faces. The Proteus effect has also been used to explain successful replications of the work by Frank and Gilovich (1988) and Johnson and Downing (1979). The results of two studies by Jorge Peña, Jeffrey T. Hancock, and Nicholas A. Merola found that attitude towards aggressive behavior in a virtual setting was increased in individuals who used avatars wearing black cloaks or clothing that resembled KKK uniforms. The researchers argued that the negative associations related to the avatar's appearance changed the user's attitudes. ==Development==