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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Reducing the Proteus Efect in Virtual Reality: A Mental and Acting Approach⋆</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Erika Kimura</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Adelaide Genay</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kizashi Nakano</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yutaro Hirao</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Monica Perusquía-Hernández</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Takuji Narumi</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Hideaki Uchiyama</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kiyoshi Kiyokawa</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Nara Institute of Science and Technology</institution>
          ,
          <country country="JP">Japan</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>The University of Tokyo</institution>
          ,
          <country country="JP">Japan</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Melbourne</institution>
          ,
          <country country="AU">Australia</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The Proteus efect in virtual reality (VR) refers to the phenomenon where a user's behavior and perception are influenced by the characteristics of their avatar, often leading to changes aligned with the avatar's stereotypes. While this efect can enhance user experience, it may also result in unintended negative behaviors, such as increased aggression or bias. This study investigates methods to both enhance and mitigate the Proteus efect by introducing a Mental and Acting Protocol prior to avatar embodiment. The protocol consists of three stages: Introduction, Mental Imagery, and Acting. We hypothesized that providing users with information that contradicts the avatar's associated stereotypes would reduce the Proteus efect. A user study with 68 participants tested this hypothesis using avatars of elderly individuals, with walking speed as the primary behavioral measure. Contrary to expectations, the results showed no significant diferences in the Proteus efect across the diferent conditions. These findings contribute to the ongoing discussion on the variability of the Proteus efect in VR and provide guidelines for improving future research on this phenomenon.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Virtual Reality</kwd>
        <kwd>Avatar</kwd>
        <kwd>Proteus Efect</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>tions of age and physical capability. ical responses, self-concept, and creativity [10]. Other
fac</p>
      <p>H1. The stereotype-contradicting (opposite) Mental tors, such as self-esteem and the illusion of embodiment,
and Acting Protocol mitigates the Proteus efect of slower can modulate the Proteus efect in exergames featuring
walking that appears when using elder avatars. Priming celebrity avatars [11]. An experiment using the avatar
users with a protocol that contradicts age-related stereo- of the famous celebrity Kim Kardashian, known for her
types can mitigate the typical Proteus efect seen with narcissistic behavior and materialistic purchases, showed
elder avatars, leading to faster walking speeds than young that individuals might only adopt the desirable aspects
avatars. of the avatars they embody while distancing themselves</p>
      <p>H2. The stereotype-consistent Mental and Acting Pro- from the undesirable aspects [12].
tocol enhances the Proteus efect. Directly reinforcing It has also been shown that the average efect size of the
stereotypes associated with aging (such as decreased mo- Proteus efect is small to moderate [ 13, 14]. In contrast,
bility) might amplify the manifestation of those stereo- the Proteus efect of avatars with negative connotations,
types, resulting in slower walking speeds. such as the black cloaks and dressing gowns of Ku Klux</p>
      <p>H3. The stereotype-consistent Mental and Acting Pro- Klan (KKK), a secret society of white supremacy in the
tocol increases the Sense of Embodiment (SoE), while USA, unconsciously teaches users negative beliefs,
leadthe stereotype-contradicting Mental and Acting Protocol ing to antisocial intentions and aggressive thinking [10].
mitigates the SoE. Over-preparation or specific stereo- These negative aspects highlight the necessity of
findtype reinforcement might detach the user from a sense of ing ways to not only enhance the Proteus efect but also
natural avatar embodiment due to cognitive dissonance alleviate it.
or overthinking the role.</p>
      <p>Our contributions are outlined as follows:</p>
      <sec id="sec-1-1">
        <title>2.2. Mitigating the Proteus Efect</title>
        <p>• An experimental protocol to study the impact of Mental imagery exercises have been shown to guide
imagthe Mental and Acting Protocol on mitigating the ination, promote perspective-taking abilities, and
conProteus efect. tribute to empathy-related skills [38]. Engaging in just
• A description of the lack of influence of the Men- ten minutes of mindfulness can significantly reduce
bital and Acting Protocol on the Proteus efect. Non- ases towards diferent social groups, enhance empathy,
significant diferences showed the following ef- and potentially improve SoE [39, 40]. Additionally, acting
fect sizes: Young avatar condition  = 0.415, activities can serve as efective methods for promoting
Elder avatar condition  = 0.0277, Elder avatar perspective-taking abilities [41]. Role-playing techniques
with the stereotype-consistent Mental and Acting have been found useful in therapy and conflict
resoluProtocol condition  = 0.549, and for the Elder tion [42].
avatar with the stereotype-contradicting Mental A previous study proposed the Mental and Acting
Proand Acting Protocol condition  = 0.776. tocol for acting and mental imagery [7]. It was
hypoth• Recommendations for conducting user studies on esized that providing prior knowledge about the avatar
the efect of the Mental and Acting Protocol on would improve the SoE and the Proteus efect compared
the Proteus efect. to not providing prior knowledge. This protocol was</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>2. Related Work</title>
      <sec id="sec-2-1">
        <title>2.1. Proteus Efect</title>
        <p>Avatars can impact user behavior and perception through
what is termed the Proteus efect, where users align their
identity and behavior with the stereotypes linked to their
avatars’ appearance [2]. A meta-analysis identified
replications of the Proteus efect using various avatars and
contexts [10]. These studies categorized avatars into two
main groups: 1) bodily features, which encompass traits
such as gender, race, or attractiveness, and 2) characters,
which include the reference or use of famous individuals,
uniforms, or even non-human figures Table 1.</p>
        <p>These experiments have shown that the Proteus efect
may influence psychological aspects such as users’
cognitive abilities, emotional states, motor behavior,
physiologtested using the Hulk avatar from the Marvel series.
Questionnaires were used to evaluate SoE, and punch speed,
emotional state, and grip strength when destroying
objects were measured as indicators of the Proteus efect.
However, the protocol only enhanced the Proteus efect
for participants familiar with the avatar before the
experiment.</p>
        <p>Given these findings, it is promising that by employing
methods such as mental imagery and role-playing, we
can efectively negate the stereotypes typically reinforced
by the Proteus efect. These approaches are specifically
used in our study to counteract the negative stereotypes
associated with avatar characteristics, aiming to reduce
biases and enhance empathy among users.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Methods</title>
      <sec id="sec-3-1">
        <title>3.1. Mental and Acting Protocol</title>
        <sec id="sec-3-1-1">
          <title>This protocol combines mental imagery and acting for</title>
          <p>approximately ten minutes, and aids users in immersing
themselves in their avatars. We modified the original
Mental and Acting Protocol to make it either consistent or
contradicting to the stereotype, depending on the desired
efect of enhancing or diminishing the Proteus efect.</p>
          <p>In the stereotype-consistent version of the protocol,
scenarios were created to instruct participants about
declining motor abilities. Conversely, scenarios were
designed to instruct participants about superior motor
abilities in the stereotype-contradicting version of the
protocol. In both cases, we used the following three stages:
1. Introduction: Participants are introduced to
their avatars through detailed images and videos,
illustrating their identity and inherent behavioral
characteristics. These visual materials include
representations of the avatar’s physical and
behavioral traits, aiming to modify participants’
perceptions to either align with or counter the
stereotypes typically associated with elderly
individuals. For those in the stereotype-consistent
protocol, videos showcased characteristics such
as dificulty in moving one’s body and elderly
individuals walking with canes, emphasizing tra- 3.2. System
ditional stereotypes of aging, such as slower
physical movements and dependence. Conversely, the An HTC Vive Pro connected to a high-performance PC
stereotype-contradicting protocol ofered videos configuration was employed for our setup. This PC
feafeaturing top elderly athletes exhibiting power- tured an NVIDIA GeForce RTX 2080 Ti graphics card, an
ful, enthusiastic behaviors and exceptional motor Intel Core i9-9900K processor, and 32 GB of RAM. We
skills, representing counter-stereotypical traits positioned HTC lighthouses within a room (Room B in
such as vitality and active lifestyles. These Figure 1) measuring approximately two square meters at
videos were sourced from free platforms like opposing corners to facilitate tracking and immersion.
YouTube [43] and Japan Broadcasting Corpora- Participants were outfitted with the VR headset, two
tion [44], ensuring a broad representation of the hand controllers, and two Vive trackers attached to their
feet, enabling 5-point body tracking. The
experimentraits described. One is a video of a
102-yearold man participating in track and field events,
such as the javelin and shot put, and the other is
a video released by the Japan Broadcasting
Corporation, a Japanese television station, showing
elderly Japanese people.
2. Mental Imagery: Participants engage in a
guided mental imagery session designed to
deepen their connection with their avatars. They
are directed through an audio guide to envision
themselves embodying the avatar, imagining nine
scenarios that depict various aspects of a day in
the life of an elderly person, such as “Having
breakfast with the help of a caregiver” for those
in the stereotype-consistent preparation group,
or “Playing soccer with grandchildren, dribbling
energetically and scoring goals” for those in the
stereotype-contradicting group. Each scenario
has an audio description and a 20-second
imagination period, repeated twice to reinforce the
imagery. Depending on their experimental group,
participants either envision themselves with
diminished capabilities that align with common
age-related stereotypes or with enhanced
abilities that challenge these stereotypes.
3. Acting: Brief audio instructions lead
participants to perform five actions. For those in the
stereotype-consistent group, these actions might
include scenarios like “Climbing stairs,
expressing the struggle but eventually reaching the top,”
which simulate the challenges of aging, such as
moving slowly or with dificulty. Conversely,
for participants in the stereotype-contradicting
group, the actions involve vigorous activities like
“Engaging in exercise with energy and vigor,”
representing tasks not typically associated with
elderly avatars, such as jogging or dancing. Each
action is accompanied by a 30-second acting
period to deepen the embodiment experience,
reinforcing the intended perception of the avatar’s
capabilities or limitations.</p>
          <p>Welcome and</p>
          <p>Consent
Hallway</p>
          <p>33.7 m
.518m .733m</p>
          <p>Room A</p>
          <p>Demographics</p>
          <p>Walk</p>
          <p>Preparation</p>
          <p>VR : Free time</p>
          <p>Walk</p>
          <p>Survey
VR : Visuomotor
stimulation</p>
          <p>VR :
VEQ
Walk
tal software was developed using Unity 2020.1.4f1,
integrating SteamVR and the FinalIK v2.1 plugin created by
Pärtel Lang. Additionally, a C# script was employed to
capture the motion of the hand controllers. To present
questionnaire material within the VR environment and
record user responses, we leveraged the VR
Questionnaire Toolkit [45].</p>
          <p>The VR environment was constructed using free room
assets (See Figure 2). A mirror was placed in front of
the user to observe his or her reflection in the virtual
environment.</p>
        </sec>
      </sec>
      <sec id="sec-3-2">
        <title>3.3. Avatar stimuli</title>
        <sec id="sec-3-2-1">
          <title>Four types of avatars were created using Character Creator4: elder avatars in their 80s in male and female versions, and young avatars in their 30s in male and female versions (see Figure 3).</title>
          <p>Preliminary checks were conducted to determine
whether there was a diference in the perceived age of
the elder avatars and the young avatars created. Fifteen
people (five males, ten females), diferent from the
participants in the main experiment, were asked to guess
the ages of four types of avatars in a within-subjects
1
1
2
2
3
3
4
4
experiment. Shapiro-Wilk tests showed that the
residuals were not normally distributed for Agency ( =
0.839,  = 3.72 × 10− 4) and between female elderly and
female young avatars ( = 0.866,  = 1.40 × 10− 3).
Wilcoxon rank sum tests were conducted to check the
diference in the perceived age for each gender
representation. The results of the pilot study showed
significant diferences between male elder and male young
avatars ( = 225,  = 1.37 × 10− 6,  2 = 0.886)
and between female elder and female young avatars
( = 222,  = 4.02 × 10− 6,  2 = 0.846),
confirming that they are avatars of diferent generations (See
Figure 4).</p>
        </sec>
      </sec>
      <sec id="sec-3-3">
        <title>3.4. Calibration and Animation</title>
        <p>The avatar movements underwent a two-step
calibration process. First, the user was instructed to stand
upright while wearing the VR equipment so that the
experimenter could scale their avatar’s height using the
headset’s tracked position. Subsequently, the VRIK
Calibration script from the FinalIK plugin was used to
calibrate arm and leg lengths and to position the user’s
***</p>
        <p>***
Elder
male</p>
        <p>Young
male</p>
        <p>Elder
female
Avatar</p>
        <p>Young
female
camera. Complementary adjustments were executed by
manipulating the transforms of the target points
associated with the head, hands, and feet, if necessary. Finally,
the avatar’s height was set to match the average height
of Japanese individuals, 170 cm for men and 157 cm for
women.</p>
      </sec>
      <sec id="sec-3-4">
        <title>3.5. Measures</title>
        <p>• Virtual Embodiment Questionnaire (VEQ):
The VEQ is a 12-item questionnaire developed by
Roth and Latoschik [46]. We used the Japanese
translated version published by Roth, one of the
authors [47]. The questionnaire provides a
reliable and consistent way to assess the
components of virtual embodiment, which are
considered influencing factors of the Proteus
effect [48, 49, 50, 21, 19]. The questionnaire was
administered while in VR.
• Custom Questionnaire: Supplementary data
were collected through a 7-item custom
questionnaire on a 7-point Likert scale. It included
a measure of the avatar’s age perception. This
questionnaire also included an optional comment
section, allowing participants to provide
openended feedback. It was administered after the
session, outside of the virtual environment. The
following is the detailed content.</p>
        <p>– Do you feel that you are more athletic now
than you usually are? Or do you feel like
you are declining? 1:Feeling diminished,
7:Feeling superior
– Compared to your own motor skills before
the experiment, how much do you expect
your motor skills to have changed now?
1:Decline diminished, 7:Improvement.
– How do you feel the avatar you used
affected your walking speed? Open-ended.
– How good did the avatars you used look?
Multiple-choice: under 10, teens, 20s, 30s,
40s, 50s, 60s, 70s, and 80s above.
– Please describe any comments you have.</p>
        <p>Open-ended.
• Walking speed: To detect the Proteus Efect, we
measured the 3D positions of the participants’
feet before and after the VR embodiment. The
participants’ feet positions were recorded at a
sampling rate of 30 Hz using mocopi sensors from
Sony. Measurements were initially taken over a
distance of 24 meters, as done in previous studies
[21]. However, to ensure more consistent speed
measurements across conditions and to better
highlight the diferences between them, we
focused on the longest straight segment of 18.5 m.
Walking speed was measured by asking
participants to walk through a corridor to another room
(see Figure 1(left)). The participant was unaware
that walking speed was being measured. We
calculated the walking speed by dividing the
distance moved by the time taken to move in meters
per second.
• Demographic information: We collected
demographic information such as age, gender, prior
exposure to VR technologies, and weekly video
game playtime.</p>
      </sec>
      <sec id="sec-3-5">
        <title>3.6. Participants</title>
        <p>We calculated the required total sample size assuming an
alpha error probability of 0.05 and a desired test power of
0.8, given an expected efect size of (  2 = 0.25). The
computed necessary sample size to achieve the desired power
was 116 participants. However, recruiting that number
in the time constraints we had was unrealistic, so we
referred to previous research to determine the number
of participants for each condition [7]. Sixty-eight
volunteers aged 18 to 63 ( = 26.9,  = 9.49) participated
in the study. Each participant took part in a diferent
condition, with each condition including ten male and seven
female participants. Among these participants, 42.6% had
used a VR headset once or twice, 14.7% used it several
times a year, 1.5% used it frequently but not anymore,
32.4% had never used it, and 8.8% had frequent experience
with a VR headset. Participants were recruited through
the laboratory’s social media networks and a dedicated
recruitment website [51] and were paid 1000 JPY in cash.
All participants were unaware of the experiment’s
objective and were randomly assigned to one of the four
conditions. This experiment was conducted with the
approval of the local ethics committee.</p>
      </sec>
      <sec id="sec-3-6">
        <title>3.7. Experiment Conditions</title>
        <p>The experiment employed a between-subjects design
with four conditions to explore the Proteus efect:
• Conditions Y, E: Participants sat in a chair and
engaged in solving puzzles for 12 minutes.
Participants then started the VR experience
without prior Mental and Acting Protocol about the
avatars.
• Condition EC: Participants received Mental and</p>
        <p>Acting Protocol following the stereotype for 12
minutes via video instructions.
• Condition EO: Participants received Mental and</p>
        <p>Acting Protocol contrary to the stereotype for 12
minutes via video instructions.
• Condition Y (Young avatar with puzzle):
Participants embodied a young avatar and completed
a neutral puzzle-solving task before the VR
experience.
• Condition E (Elder avatar with puzzle):
Participants embodied an elder avatar and, like
Condition Y, completed a puzzle-solving task prior to
the VR experience.
• Condition EC (Elder avatar with the The experimenter returned to the room at the end of
stereotype-consistent protocol): Participants the task. Then, for all conditions, the participants were
embodied an elder avatar and underwent a Men- immersed in VR and performed the same visuomotor
tal and Acting Protocol reinforcing age-related stimulation Figure 1. During this time, the experimenter
stereotypes before the VR session. remained in the same room with the participants,
en• Condition EO (Elder avatar with the suring safety but facing away from them. Participants
stereotype-contradicting protocol): Partici- were then asked to look at a virtual mirror and reproduce
pants embodied an elder avatar and completed a gestures depicted in videos placed beside it. These
gesMental and Acting Protocol that introduced in- tures involved simple arm and leg movements to induce
formation contradicting age-related stereotypes visuomotor stimulation, such as raising arms or lifting
before the VR session. legs, and were repeated for two minutes. After this
induction phase, participants were instructed to spend the</p>
        <p>The puzzle-solving task in Conditions Y and E served remaining time freely. This free time was provided to
as a control activity, ensuring consistency in the duration ensure participants had ample time to experience the
of the experimental procedure across all conditions. avatar, and the VR experience duration, including the
induction phase, was set to ten minutes. Finally,
partici4. Procedure pants responded to the VEQ using the questionnaire
interface within the VR environment. Participants selected
The procedure is summarized in Figure 1. In the be- responses using an activated handrail. The experimenter
ginning, participants gathered in front of Room B and stopped the experimental software and removed the VR
were guided along a walking path to Room A. The ex- equipment from the participants.
perimenter followed them from behind. Upon arrival, Afterward, calibration of the mocopi sensors was
perparticipants received an explanation of the experimental formed again for gait measurement. Participants were
procedure and provided consent to participate. Subse- then instructed to return to Room A independently,
folquently, participants completed a demographic question- lowing the path they took to Room B. Upon arrival,
parnaire. ticipants removed the mocopi sensors and were asked to</p>
        <p>Next, mocopi motion tracking sensors from Sony were respond to a post-experiment questionnaire.
attached to the participants’ heads, wrists, ankles, and
waist for gait measurement, followed by calibration. The 5. Analysis and Results
purpose of the mocopi sensors was not disclosed to the
participants; they were simply informed that they would 5.1. Proteus Efect
need to wear the device throughout the entire experiment.</p>
        <p>After the sensors were fitted, participants were instructed We extracted the straight 18.5m section immediately after
to walk back to Room B, following the same path as exiting Room B from the measured 3D feet positions
before, without guidance. This step was taken to measure (see Figure 1) and calculated the walking speed. The
their normal walking speed before embodiment. mid-point of both feet is used as the user’s position. To</p>
        <p>During the preparation phase, the experimenter left account for the persistence of the Proteus efect, a straight
Room B and the participant completed the task alone to line was measured immediately after exit [21]. As a result
minimize external influences and distractions. For the of excluding participants with incomplete measurements,
rest of the time, the experiment was conducted with the one subject was excluded from the E condition.
experimenter present with the participants. We conducted a two-factor analysis with four
exper</p>
        <p>In Room B, without a VR headset, participants per- imental conditions (Y, E, EC, and EO) and two
meaformed one of the following four preparation tasks: surement timings at which walking speed was
mea</p>
        <p>Y-b Y-a E-b E-a EC-b EC-a EO-b EO-a
sured (before and after VR exposure) as independent
variables and walking speed as a dependent variable
(see Figure 5). A Shapiro-Wilk test confirmed that the
residuals significantly deviated from the normal
distribution ( = 0.842,  &lt; 1.17 × 10− 10). Therefore, we
used an aligned rank transform (ART) ANOVA. This test
found a significant efect of the two measurement
timings at which walking speed was measured,  (1, 126) =
14.2,  = 2.47 × 10− 4,  2 = 0.101. On the other
hand, the main efect of the four conditions of the
experiment was not confirmed,  (3, 126) = 0.383,  =
0.765,  2 = 9.04 × 10− 3. No significant interaction
between the timing at which walking speed was measured
and the four conditions of the experiment was found,
 (3, 126) = 0.882,  = 0.882,  2 = 5.23 × 10− 3.</p>
        <p>Since the Proteus efect was not observed in the E and
EC conditions, the fundamental premise for hypothesis
verification has been undermined. Thus, H0, H1, and
H2 were not confirmed.</p>
      </sec>
      <sec id="sec-3-7">
        <title>5.2. Sense of Embodiment</title>
        <sec id="sec-3-7-1">
          <title>The VEQ questionnaire responses were used to cal</title>
          <p>culate three distinct scores: Ownership, Agency, and
Change [46] (see Figure 6). Shapiro-Wilk tests showed
that the residuals were not normally distributed for
Agency ( = 0.927,  = 6.92 × 10− 4), while they were
for Ownership ( = 0.978,  = 0.283) and Change
( = 0.977,  = 0.249). Levene’s tests showed that the
variances are homogeneous ( &gt; 0.05 for all dimensions).
Ownership and Change were analyzed using ANOVA,
while Agency, which did not meet the assumption of
normality, was analyzed using ART ANOVA. However, no
significant diferences were found in the main efects or in
the interaction of any of the three scores. The main efect
of Ownership was insignificant (  (3, 64) = 0.102,  =
6
y
c
n4
e
g
A
2
0
8
6
e
g
n4
a
h
C
2
0</p>
          <p>Y
Y
Y</p>
          <p>E
E
E</p>
          <p>EC
EC
EC</p>
          <p>EO
EO
EO</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>6. Discussion</title>
      <p>In comparing the walking speed before and after VR
exposure for each condition, the Proteus efect did not
appear, and the assumptions were violated. Additionally,
no significant diferences were observed in SoE. In this
section, we discuss the reasons why no significant results
were obtained and ofer guidelines for future studies.</p>
      <sec id="sec-4-1">
        <title>6.1. Age Perception</title>
        <sec id="sec-4-1-1">
          <title>We conducted further analyses to understand why the</title>
          <p>Proteus efect was not observed. We examined how
participants perceived the age of their avatars. Data on
perceived age was collected via a questionnaire at the
end of the experiment. Given the subjective feedback,
this perception might have varied among participants.</p>
          <p>The perceived age of the avatar was gathered through a
post-experiment questionnaire. Figures 7 and 8 show the
relationship between the perceived age of their avatars
and their relative change in walking speed before and
after VR exposure.</p>
          <p>A regression slope test was performed on the change</p>
          <p>As to why the Proteus efect did not appear during the
experiment, the age of the avatars used may not have
appeared as intended. According to post-hoc interviews
on the perceived age of avatars, the average age of the
elder female and male avatars appeared 6.48 and 14 years
younger in VR than the average age in the pilot study,
respectively. On the other hand, the average age of the
young female and male avatars appeared only 3.81 and
1.67 years younger in VR than the average age in the pilot
study, respectively. Thus, the appearance of the avatars
may have difered significantly between the monitor and
the VR HMD, potentially afecting the perceived age. This
possibility was dificult to predict in advance. Note that,
however, the pilot study used a within-subjects design,
while the main experiment employed a between-subjects
design, which prevented direct comparison through
statistical tests.</p>
          <p>Additionally, the cross-race efect, which is the
tendency to more easily recognize faces of one’s own racial
group [52], may have influenced age recognition in this
study. The avatars, while created to look as Asian as
possible, were based on European-looking assets, which
may have impacted their perceived age.</p>
          <p>Avatars appearing younger than 70 years old in VR
likely contributed to the insignificant results of the
Proteus efect. Studies on the relationship between age and
walking speed indicate that it decreases after the age of
70 [53]. This efect may have been further influenced by
Japan’s longer life expectancy. In Japan, studies show
no reduction in walking speed even at 70 years old [54],
and this higher life expectancy compared to other
countries may shape perceptions of elderly individuals as
relatively active. Previous studies on the Proteus efect using
elderly avatars have targeted European and American
participants [8, 9]. This suggests that cultural diferences
in perceptions of elderly capabilities between Japan and
Western countries could have influenced the
manifestation of the Proteus efect.
in walking speed before and after VR exposure and the
perceived age based on the avatar’s appearance. A
significant diference in the slope was observed across all 6.2. Experimental Procedure
data (Figure 7), indicating a negative correlation ( =
1.24 × 10− 2,  = 0.633). These results suggest that the In the Mental and Acting Protocol scenario, the term
perceived age did indeed afect walking speed. However, “elderly” was mentioned for avatars in the EC and EO
no significant diference in the slope was found in each conditions. In the EO condition, elements
contradictof the four conditions (Figure 8). The results for the Y, ing to the stereotype were explained after mentioning
E, EC and EO conditions are ( = 0.09,  = 0.913), this. While the participants in the EO condition were
( = 0.158,  = 0.771), ( = 0.121,  = 0.821), and expected to walk faster, they actually walked slower
af( = 0.122,  = 0.820), respectively. Sample size based ter VR exposure (Figure 5). Perhaps the participants in
on a power analysis was 116 participants. After consider- the EO condition were more conscious about the
coning the feasibility of recruiting participants and previous trast between the young and the elderly, which may have
studies, data was collected from 68 participants in this caused cognitive dissonance. Cognitive dissonance is the
experiment. The lack of significant diferences may be phenomenon of attempting to eliminate discomfort or
due to the small sample size (16 or 17 participants per anxiety when contradictory information or feelings exist
condition). within oneself by justifying or glossing over one or the
other [55]. Under the EO conditions, participants used
6. Longitudinal and Detailed Evaluations</p>
          <p>Conduct detailed evaluations on how perceived
avatar age influences behaviors and follow up
long-term to assess persistence of efects,
deepening understanding of VR’s impact on behavior.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>7. Conclusion</title>
      <p>avatars perceived as “elderly” while introducing elements
that contradicted the stereotype (e.g., youthful features).
This contrast may have caused cognitive dissonance and
discomfort, leading participants to act unconsciously by
slowing down their walking speed.</p>
      <p>The fact that the experimenter followed the
participants during walking speed measurement and that the
measurement was conducted after removing the HMD
may have also influenced the walking speed. We have
no precise models of how the Proteus efect evolves after
VR exposure, so the timing and method of measuring
walking speed might not have been optimal.</p>
      <sec id="sec-5-1">
        <title>6.3. Guidelines for the Future Studies</title>
        <sec id="sec-5-1-1">
          <title>This study ofers insights into the influence of avatar</title>
          <p>age perception, the measurement environment, and
cultural background on the Proteus efect. Incorporating
the following guidelines into future studies can
significantly enhance the quality and impact of research on the
Proteus efect in virtual reality.</p>
        </sec>
        <sec id="sec-5-1-2">
          <title>This paper investigated methods to enhance and reduce</title>
          <p>the Proteus efect by employing the Mental and Acting
Protocol. Our study compared walking speed and Sense
of Embodiment (SoE) across three conditions: the Elderly
avatar (E) condition, the Elderly avatar with
stereotypecontradicting Mental and Acting Protocol (EO)
condition, and the Elderly avatar with stereotype-consistent
Mental and Acting Protocol (EC) condition. The results
did not demonstrate significant diferences, suggesting
that the method of providing prior knowledge may not
substantially impact the Proteus efect or the Sense of
Embodiment.</p>
          <p>Additionally, our research has provided insights into
1. Detailed Assessment of Avatar Perception factors that must be considered when designing and
conConduct detailed surveys before and after experi- ducting experiments in this field. While this study did not
ments to accurately capture variations in partici- succeed in developing efective methods to counteract
pant perception of avatar age, ensuring nuanced the Proteus efect, it underscored the importance of
conunderstanding and reliable conclusions. sidering various experimental aspects, such as the precise
2. Considering the Visual Medium setup of the avatar appearance and the careful
monitorEvaluate avatars using the same hardware for ing of participants’ interactions with their avatars. These
both pilot and main studies to ensure consistency insights pave the way for future research to propose
in avatar representation across diferent viewing innovative solutions to the challenges posed by the
Promediums and to address potential biases. For ex- teus efect. It is necessary that subsequent studies build
ample, a pilot study involving an avatar viewed upon these findings, employing refined methodologies
on a desktop monitor may yield significantly dif- and expanded theoretical frameworks. By doing so, we
ferent results compared to a main study using a can enhance the understanding of avatar-mediated
exVR headset. periences in virtual reality and possibly develop more
3. Improvement of Measurement Environment efective strategies to manage the Proteus efect.</p>
          <p>Maximize control over experimental
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        </sec>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>A. Mental and Acting Protocol</title>
    </sec>
    <sec id="sec-7">
      <title>Instructions</title>
      <sec id="sec-7-1">
        <title>The following instructions (translated from Japanese)</title>
        <p>were used to deliver the Mental and Acting Protocol. The
participants were briefed about the process before going
through it. All procedures were carried out by video.
To alleviate embarrassment, the experimenter left the
room, and the participants proceeded with the procedure
themselves.</p>
        <sec id="sec-7-1-1">
          <title>A.1. Consistent Mental and Acting</title>
        </sec>
        <sec id="sec-7-1-2">
          <title>Protocol</title>
        </sec>
        <sec id="sec-7-1-3">
          <title>A.2. Contradicting Mental and Acting</title>
        </sec>
        <sec id="sec-7-1-4">
          <title>Protocol</title>
          <p>A.2.1. Introduction</p>
        </sec>
      </sec>
      <sec id="sec-7-2">
        <title>This script was delivered to participants:</title>
        <p>The experimenter showed pictures of the avatar model.</p>
        <p>“This is what you look like in VR. You have the
appearance of an elderly person, but you are energetic and active.</p>
        <p>The following video introduces such an elderly person.”</p>
        <p>An excerpt of the following video was shown:
https://www.youtube.com/watch?v=pEPdU3m1tk4
A.2.2. Mental imagery
A.1.1. Introduction This script was delivered to participants:
“Your appearance is that of an elderly person. Wrinkles
This script was delivered to participants: and sagging whitened hair are noticeable. And you are
The experimenter showed pictures of the avatar model. powerful and motivated. What I’m about to tell you is a
“This is what you look like in VR. You are physically day in your life. In the morning we go out to the park and do
disabled. The following video introduces such an elderly pull-ups on the bars. Find a child drowning in a pond and
person. ” swam to save him. Drink protein smoothies for breakfast.</p>
        <p>An excerpt of the following video was shown: Go to the gym and do full-body workouts and yoga to
https://www2.nhk.or.jp/archives/movies strengthen their bodies. Unintentionally bending the spoon
/?id=D0002160910_00000 during lunch. Play football with my grandchildren. You
dribble through and shoot without any adult supervision.</p>
        <p>A.1.2. Mental imagery Carry your tired grandson home on your back. Dinner is
served with your favourite steak. You sweat it out in the
sauna before bed.”
This script was delivered to participants: “Your
appearance is that of an elderly person. Wrinkles and sagging
whitened hair are noticeable. And you have a slight limp A.2.3. Acting
in your movements. What I’m about to tell you is a day
in your life. Wake up slowly and have a carer help you to This script was delivered to participants:
get up. Breakfast is taken with the help of a carer. Enjoy “You are an energetic elderly person. For acting, change
reading while listening to music. With the help of a carer, your mind to be a healthy elderly person. For the act, you
they eat a nutritionally balanced diet. Relax and enjoy will do a morning exercise in the park. First, stand with a
the view outside. Family members come to visit and enjoy smile on your face. First, perform a spirited appearance.
conversation. Light exercises are performed with the help Your fists are clenched tightly, and your back is arched.
of a carer. Dinner is taken with the help of a carer. TV You are so fired up that you feel like shouting. Next, the
viewing before going to bed .” body warm-up is performed. Unwind your body by doing
some light stretching and large arm movements. In doing
A.1.3. Acting so, try to make it feel fun and lively. Finally, act out the
ifgure engaging in the exercise. Act it out with an energetic
image.”</p>
      </sec>
      <sec id="sec-7-3">
        <title>This script was delivered to participants:</title>
        <p>“You are an energetic elderly person. For acting, change
your mind to be a healthy elderly person. For the act, you
will do a morning exercise in the park. First, stand with a
smile on your face. First, perform a spirited appearance.
Your fists are clenched tightly, and your back is arched.
You are so fired up that you feel like shouting. Next, the
body warm-up is performed. Unwind your body by doing
some light stretching and large arm movements. In doing
so, try to make it feel fun and lively. Finally, act out the
ifgure engaging in the exercise. Act it out with an energetic
image.”
B. Additional feedback
questionnaire
• Do you feel that you are more athletic now than
you usually are? Or do you feel like you are
declining? 1:Feeling diminished, 7:Feeling superior
• Compared to your own motor skills before the
experiment, how much do you expect your motor
skills to have changed now? 1:Decline
diminished, 7:Improvement
• How do you feel the avatar you used afected your
walking speed? Open-ended response
• How good did the avatars you used look?
Multiple-choice: under 10, teens, 20s, 30s, 40s,
50s, 60s, 70s, and 80s above
• Please describe any comments you have.
Openended response</p>
      </sec>
    </sec>
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