When people use virtual reality (VR) to embody avatars, such as taller, younger, or more muscular versions of themselves, their brain adapts to the new virtual body, often treating it as their own. This is due to the brain’s neuroplasticity and its reliance on sensory feedback (like vision and movement) to define body ownership. Studies show that users who embody stronger avatars experience less physical pain and greater confidence. This “Proteus effect” reveals how self-perception is malleable: wearing a more ideal body can change how the brain processes pain and emotion.
Therapeutically, VR is now used to treat post-traumatic stress disorder (PTSD), anxiety, and body dysmorphia by helping patients inhabit bodies without trauma or perceived flaws. The virtual experience can temporarily quiet self-referential brain networks (like the default mode network), which are often hyperactive in conditions like depression or anxiety. In short, VR manipulates the sensory definition of the self, creating a mental “reset” that can be used in psychotherapy.
Muscular avatars in virtual reality reduce pain perception through embodied self-representation
A 2024 study in Scientific Reports demonstrates that embodying a muscular avatar in virtual reality reduces human pain sensitivity. Participants experienced lower pain perception when represented by a strong male avatar, an effect attributed to the Proteus effect – where users unconsciously adopt behaviors and attitudes associated with their avatar’s traits. The study also found that gender congruence between user and avatar influenced the outcome, with male avatars inducing stronger effects in male users. This suggests that avatar design, specifically muscular appearance and gender alignment, can modulate embodiment and influence pain-related brain responses. These findings open avenues for non-pharmacological pain interventions using immersive technology.
Proteus effect
The Proteus effect shows how avatar appearance alters behavior and self-perception.
The Proteus effect describes how individuals adapt their behavior and attitudes to match the characteristics of their virtual avatars. This transformation occurs because users internalize stereotypes linked to their avatar’s appearance. For example, those using tall, attractive, or muscular avatars act more confidently and assertively, while avatars resembling aggressive or stigmatized identities can increase hostility or negative self-perception.
The effect draws on theories like self-perception, behavioral priming, and embodiment. Greater immersion in an avatar—when users feel ownership and control—intensifies the behavioral changes. Studies show the effect can influence offline actions, such as negotiation style or altruistic behavior, though usually for a short duration. Applications include improving self-esteem, enhancing performance, and reducing pain, but risks include reinforcement of negative stereotypes, addiction, and increased aggression.
Embodied cognition
Embodied cognition is the theory that cognitive processes are deeply rooted in the body’s interactions with the world. Rather than viewing the mind as separate from the body (as in classical cognitive science), this approach argues that perception, thought, and language are shaped by bodily experiences. For example, abstract reasoning and memory often depend on spatial, physical, or sensorimotor contexts. Gestures, posture, and movement are not just outputs of thought but integral to the thinking process itself.
The theory underpins much of the research on virtual reality and body ownership illusions: by changing the user’s bodily experience (e.g., through avatars), it is possible to shift their mental state and self-concept. This forms the cognitive foundation for phenomena like the Proteus effect and VR-based therapeutic interventions.
Extended mind thesis
The extended mind thesis, proposed by philosophers Andy Clark and David Chalmers in 1998, asserts that cognitive processes can extend beyond the brain and body to include external tools, devices, and environments. For example, using a notebook to store information is not just a convenience but a literal extension of memory. Similarly, calculators, smartphones, or digital maps are seen as external components of the cognitive system when they function reliably and are integrated into daily reasoning.
This theory supports the idea that immersive technologies like virtual reality can alter cognition by becoming part of the mind’s processing system. It also provides a philosophical basis for understanding how external digital representations, like avatars or augmented environments, can reshape identity, memory, and decision-making.
Technoself studies
Technoself studies explore how digital tools reshape identity, privacy, and human enhancement.
Technoself studies (TSS) is an interdisciplinary field analyzing how human identity evolves with advancing technology. It examines how avatars, digital identities, and virtual environments allow individuals to construct, alter, or amplify their self-perception. Key topics include the ethical, psychological, and social implications of technologies like human enhancement, robotic companions, online anonymity, and surveillance.
TSS distinguishes between physical and narrative aspects of identity, highlighting how digital tools challenge the boundaries of selfhood. For instance, virtual avatars influence offline attitudes (e.g., through the Proteus effect), while robots and AI interfaces like Siri can form emotionally significant roles, especially for vulnerable populations. The field also addresses the governance of enhancement technologies and the ethical limits of self-modification through cybernetic or genetic augmentation.
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