Literature DB >> 25585527

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

Ulrich W Weger1, Stephen Loughnan, Dinkar Sharma, Lazaros Gonidis.   

Abstract

Real-life encounters with face-to-face contact are on the decline in a world in which many routine tasks are delegated to virtual characters-a development that bears both opportunities and risks. Interacting with such virtual-reality beings is particularly common during role-playing videogames, in which we incarnate into the virtual reality of an avatar. Video gaming is known to lead to the training and development of real-life skills and behaviors; hence, in the present study we sought to explore whether role-playing video gaming primes individuals' identification with a computer enough to increase computer-related social conformity. Following immersive video gaming, individuals were indeed more likely to give up their own best judgment and to follow the vote of computers, especially when the stimulus context was ambiguous. Implications for human-computer interactions and for our understanding of the formation of identity and self-concept are discussed.

Entities:  

Mesh:

Year:  2015        PMID: 25585527     DOI: 10.3758/s13423-014-0778-z

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


  6 in total

1.  Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: a meta-analytic review of the scientific literature.

Authors:  C A Anderson; B J Bushman
Journal:  Psychol Sci       Date:  2001-09

Review 2.  Social influence: compliance and conformity.

Authors:  Robert B Cialdini; Noah J Goldstein
Journal:  Annu Rev Psychol       Date:  2004       Impact factor: 24.137

Review 3.  Integrating the study of conformity and culture in humans and nonhuman animals.

Authors:  Nicolas Claidière; Andrew Whiten
Journal:  Psychol Bull       Date:  2011-11-07       Impact factor: 17.737

4.  Action video game modifies visual selective attention.

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

5.  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

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

Authors:  Ulrich W Weger; Stephen Loughnan
Journal:  Psychon Bull Rev       Date:  2014-04
  6 in total
  1 in total

1.  Human-Computer Interaction in Face Matching.

Authors:  Matthew C Fysh; Markus Bindemann
Journal:  Cogn Sci       Date:  2018-06-28
  1 in total

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