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Article Dans Une Revue Behaviour and Information Technology Année : 2020

Proteus vs. social identity effects on virtual brainstorming

Résumé

Avatars are known to influence behaviour through their individual identity cues (Proteus effect) and through their shared identity cues (Social identity effect). The aim of this study was to investigate these two processes in a crossed design, in order to examine their interaction in the context of a brainstorming task. To activate the Proteus effect, we used creative avatars resembling inventors, and to make social identity salient, we made the avatars wear the traditional clothing of the participants' school. The resulting factorial design included four conditions: creative avatars with or without social identity cues, and non-creative avatars with or without social identity cues. The results show that creative performance was higher with creative than non-creative avatars, but only in the absence of social identity cues. Furthermore, the presence of social identity cues increased social identification to the group, but this unexpectedly decreased creative performance. This result is discussed together with an analysis of the meaning of the social identity cues we used, which appeared to be unrelated to creativity. This discussion highlights that the effects of social identity cues on performance are complex and may be moderated by their meaning and the particular facet of social identity they make salient.
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Dates et versions

hal-04097374 , version 1 (23-05-2023)

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Stéphanie Buisine, Jérôme Guegan. Proteus vs. social identity effects on virtual brainstorming. Behaviour and Information Technology, 2020, 39 (5), pp.594-606. ⟨10.1080/0144929X.2019.1605408⟩. ⟨hal-04097374⟩
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