| Literature DB >> 34335412 |
Ke M Huang-Isherwood1, Jorge Peña1.
Abstract
This study (179 participants, mean age 19. 98, 85% female) examined how violence justification via avatar role manipulations affected first-person shooter game players' subsequent feelings of guilt and self-empowerment attributed to bearing guns in the real-world. In support of the moral disengagement in violent video games model, an independent samples t-test suggested that participants assigned to play as gang members shooting at police officers felt guiltier than those assigned to play as police officers shooting at gang members. In support of Proteus effect predictions linked with self-perception and priming mechanisms, a one-way repeated measures analysis of variance suggested that self-empowerment attributed to carrying guns for both avatar roles increased from baseline to after gameplay, but avatar roles did not influence the increase. The lack of influence could be because participants did not adopt avatar behaviors with undesirable connotations. The results highlight avatar-user bonds through which the associations raised by virtual personas affected players' emotions and self-perception when engaging in simulated violence.Entities:
Keywords: Proteus effect; gang avatar; guilt; gun perceptions; moral disengagement; police avatar; shooter video game
Year: 2021 PMID: 34335412 PMCID: PMC8324306 DOI: 10.3389/fpsyg.2021.695086
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Descriptive statistics and statistical comparisons of the avatar groups.
| Gender | Males = 26 | Males = 13 | Males = 13 | |
| Age | ||||
| Class standing | Freshmen = 78 | Freshmen = 39 | Freshmen = 39 | |
| Political ideology |
Political ideology (1 = extremely liberal, 7 = extremely conservative). M, mean; SD, standard deviation; n, sample size. Statistical comparisons in independent samples t-tests for continuous variables and chi-square tests for categorical variables.
Figure 1A comparison of a zoomed-in cutscene screenshot showing what participants saw of themselves, that is, assigned gang members and their equipment (Top image) and assigned police officers and their equipment (Bottom image).
Figure 2A comparison of a zoomed-in game screenshot showing what participants saw of their enemies, that is, assigned gang members (whose enemies are police officers, Top image) and assigned police officers (whose enemies are gang members, Bottom image).
Descriptive statistics of the main variables of interest.
| Feelings of guilt | 2.26 | 1.19 | 1.90 | 1.07 | 2.51 | 1.22 |
| Time 1 | 5.45 | 3.98 | 5.05 | 4.03 | 5.66 | 3.94 |
| Time 2 | 6.79 | 4.43 | 6.16 | 4.43 | 7.43 | 4.35 |
| Shooter game experience | 1.65 | 1.04 | 1.65 | 1.02 | 1.66 | 1.06 |
M, mean; SD, standard deviation.