Literature DB >> 24950172

Being bad in a video game can make us more morally sensitive.

Matthew Grizzard1, Ron Tamborini, Robert J Lewis, Lu Wang, Sujay Prabhu.   

Abstract

Several researchers have demonstrated that the virtual behaviors committed in a video game can elicit feelings of guilt. Researchers have proposed that such guilt could have prosocial consequences. However, this proposition has not been supported with empirical evidence. The current study examined this issue in a 2×2 (video game play vs. real world recollection×guilt vs. control) experiment. Participants were first randomly assigned to either play a video game or complete a memory recall task. Next, participants were randomly assigned to either a guilt-inducing condition (game play as a terrorist/recall of acts that induce guilt) or a control condition (game play as a UN soldier/recall of acts that do not induce guilt). Results of the study indicate several important findings. First, the current results replicate previous research indicating that immoral virtual behaviors are capable of eliciting guilt. Second, and more importantly, the guilt elicited by game play led to intuition-specific increases in the salience of violated moral foundations. These findings indicate that committing "immoral" virtual behaviors in a video game can lead to increased moral sensitivity of the player. The potential prosocial benefits of these findings are discussed.

Entities:  

Mesh:

Year:  2014        PMID: 24950172     DOI: 10.1089/cyber.2013.0658

Source DB:  PubMed          Journal:  Cyberpsychol Behav Soc Netw        ISSN: 2152-2715


  8 in total

1.  Are Associations Between "Sexist" Video Games and Decreased Empathy Toward Women Robust? A Reanalysis of Gabbiadini et al. 2016.

Authors:  Christopher J Ferguson; M Brent Donnellan
Journal:  J Youth Adolesc       Date:  2017-06-21

2.  A Preregistered Longitudinal Analysis of Aggressive Video Games and Aggressive Behavior in Chinese Youth.

Authors:  Christopher J Ferguson
Journal:  Psychiatr Q       Date:  2019-12

3.  Is It Still Double Edged? Not for University Students' Development of Moral Reasoning and Video Game Play.

Authors:  Sarah E Hodge; Jacqui Taylor; John McAlaney
Journal:  Front Psychol       Date:  2020-06-11

4.  It's Double Edged: The Positive and Negative Relationships Between the Development of Moral Reasoning and Video Game Play Among Adolescents.

Authors:  Sarah E Hodge; Jacqui Taylor; John McAlaney
Journal:  Front Psychol       Date:  2019-01-22

5.  The Role of Moral Foundations, Anticipated Guilt and Personal Responsibility in Predicting Anti-consumption for Environmental Reasons.

Authors:  Barbara Culiberg; Hichang Cho; Mateja Kos Koklic; Vesna Zabkar
Journal:  J Bus Ethics       Date:  2022-01-08

6.  Role of social capital in adolescents' online gaming: A longitudinal study focused on the moderating effect of social capital between gaming time and psychosocial factors.

Authors:  Gyoung Mo Kim; Eui Jun Jeong; Ji Young Lee; Ji Hye Yoo
Journal:  Front Psychol       Date:  2022-08-09

7.  A Web-Based Serious Game on Delirium as an Educational Intervention for Medical Students: Randomized Controlled Trial.

Authors:  Kiki R Buijs-Spanjers; Harianne Hm Hegge; Carolien J Jansen; Evert Hoogendoorn; Sophia E de Rooij
Journal:  JMIR Serious Games       Date:  2018-10-26       Impact factor: 4.143

8.  Design Bioethics: A Theoretical Framework and Argument for Innovation in Bioethics Research.

Authors:  Gabriela Pavarini; Robyn McMillan; Abigail Robinson; Ilina Singh
Journal:  Am J Bioeth       Date:  2021-01-27       Impact factor: 11.229

  8 in total

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