Kimura, ErikaGenay, AdelaideNakano, KizashiHirao, YutaroPerusquía-Hernández, MonicaNarumi, TakujiUchiyama, HideakiKiyokawa, KiyoshiTanabe, TakeshiYem, Vibol2024-11-292024-11-292024978-3-03868-246-21727-530Xhttps://doi.org/10.2312/egve.20241393https://diglib.eg.org/handle/10.2312/egve20241393The Proteus effect in virtual reality (VR) refers to how users' behaviors align with their avatar's appearance, often reinforcing stereotypes. While this effect can enrich VR experiences, it also risks unintended stereotype reinforcement. This study explores methods to enhance and mitigate the Proteus effect by applying a ''Mental and Acting Protocol'' before avatar embodiment, involving Introduction, Mental Imagery, and Acting stages. In a controlled experiment with 68 participants embodying elderly avatars, walking speed was used as a behavioral measure. Results showed no significant differences across conditions, underscoring challenges in consistently replicating the Proteus effect. These findings offer insights for refining VR priming techniques to manage stereotype-driven behaviors.Attribution 4.0 International LicenseReducing the Proteus Effect in Virtual Reality: A Mental and Acting Approach10.2312/egve.202413932 pages