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Does avatar identification make unjustified video game violence more morally consequential?
Media Psychology ( IF 3.912 ) Pub Date : 2019-10-24 , DOI: 10.1080/15213269.2019.1683030
Johnie J. Allen 1 , Craig A. Anderson 1
Affiliation  

ABSTRACT

Video games can be morally consequential, with immoral in-game behavior affecting moral outcomes, but less is known about what may amplify these effects. Avatar identification is one potential moderator. We integrated three lines of research on moral disengagement, moral foundations, and avatar identification to conceptually replicate and extend previous studies on video games and morality. We used a 2 (justification: unjustified vs. justified violence) x 2 (avatar: high vs. low identification) between-participants experiment with guilt, moral cleansing, and post-play sacredness of the care and fairness foundations as moral outcomes. Participants (N = 233) also completed measures of morally-relevant traits before gameplay. Participants felt guiltier after unjustified (vs. justified) violence. People with high trait levels of care foundation salience and personal distress also felt guiltier. Unjustified (vs. justified) violence did not affect the other moral outcomes. Avatar identification did not moderate the effects of unjustified violence, but this is likely because participants identified less with their avatars after engaging in unjustified violence. This unexpected effect suggests that players distance themselves from immoral avatars. Theoretical implications are discussed.



中文翻译:

化身识别是否会使不正当的电子游戏暴力在道德上产生更大的后果?

摘要

电子游戏可能具有道德上的必然性,不道德的游戏内行为会影响道德结果,但人们对哪些因素可能会放大这些影响知之甚少。阿凡达(Avatar)识别是一种潜在的主持人。我们整合了关于道德脱离接触,道德基础和化身识别的三项研究,以在概念上复制和扩展先前对视频游戏和道德的研究。我们在参与者之间进行了2次(正当性:不正当的暴力与正当性的暴力)x 2次(化身:高对低度的认同)实验,将罪恶感,道德清洗以及事后对护理和公平基础的神圣性作为道德结果进行了实验。参加人数= 233)还可以在玩游戏之前完成对与道德相关的特征的衡量。参加者在遭受不合理的(相对于合理的)暴力后感到内gu。具有较高特征水平的护理基础显着性和个人痛苦的人也感到内。不正当(相对于正当理由)的暴力行为不会影响其他道德后果。化身识别并不能减轻不正当暴力的影响,但这很可能是因为参与者在进行不正当暴力之后对化身的识别较少。这种意想不到的效果表明玩家与不道德的化身保持距离。理论意义进行了讨论。

更新日期:2019-10-24
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