Literature DB >> 24163171

Virtually numbed: immersive video gaming alters real-life experience.

Ulrich W Weger1, Stephen Loughnan.   

Abstract

As actors in a highly mechanized environment, we are citizens of a world populated not only by fellow humans, but also by virtual characters (avatars). Does immersive video gaming, during which the player takes on the mantle of an avatar, prompt people to adopt the coldness and rigidity associated with robotic behavior and desensitize them to real-life experience? In one study, we correlated participants' reported video-gaming behavior with their emotional rigidity (as indicated by the number of paperclips that they removed from ice-cold water). In a second experiment, we manipulated immersive and nonimmersive gaming behavior and then likewise measured the extent of the participants' emotional rigidity. Both studies yielded reliable impacts, and thus suggest that immersion into a robotic viewpoint desensitizes people to real-life experiences in oneself and others.

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Mesh:

Year:  2014        PMID: 24163171     DOI: 10.3758/s13423-013-0512-2

Source DB:  PubMed          Journal:  Psychon Bull Rev        ISSN: 1069-9384


  9 in total

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Review 3.  Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review.

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5.  Self-concept, self-esteem, gender, race, and information technology use.

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6.  Action video game modifies visual selective attention.

Authors:  C Shawn Green; Daphne Bavelier
Journal:  Nature       Date:  2003-05-29       Impact factor: 49.962

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Authors:  Jing Feng; Ian Spence; Jay Pratt
Journal:  Psychol Sci       Date:  2007-10

8.  The effects of prosocial video games on prosocial behaviors: international evidence from correlational, longitudinal, and experimental studies.

Authors:  Douglas A Gentile; Craig A Anderson; Shintaro Yukawa; Nobuko Ihori; Muniba Saleem; Lim Kam Ming; Akiko Shibuya; Albert K Liau; Angeline Khoo; Brad J Bushman; L Rowell Huesmann; Akira Sakamoto
Journal:  Pers Soc Psychol Bull       Date:  2009-03-25

9.  I wish I were a warrior: the role of wishful identification in the effects of violent video games on aggression in adolescent boys.

Authors:  Elly A Konijn; Marije Nije Bijvank; Brad J Bushman
Journal:  Dev Psychol       Date:  2007-07
  9 in total
  1 in total

1.  Virtually compliant: Immersive video gaming increases conformity to false computer judgments.

Authors:  Ulrich W Weger; Stephen Loughnan; Dinkar Sharma; Lazaros Gonidis
Journal:  Psychon Bull Rev       Date:  2015-08
  1 in total

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