Frontiers in Psychology | |
How Do Video Games Elicit Guilt in Players? Linking Character Morality to Guilt Through a Mediation Analysis | |
article | |
Changhyun Ahn1  Matthew Grizzard2  Seyoung Lee3  | |
[1] Health and New Media Research Institute, Hallym University;School of Communication, Ohio State University, United States;Department of Media and Communication, Sungkyunkwan University | |
关键词: narrative; morality; self-serving bias; attribution; guilt; | |
DOI : 10.3389/fpsyg.2021.666518 | |
学科分类:社会科学、人文和艺术(综合) | |
来源: Frontiers | |
【 摘 要 】
Research has consistently found that committing immoral actions in video games is capable of eliciting feelings of guilt in players. This study aimed to investigate the mediating role of theoretically-relevant psychological mechanisms: Perceived morality of the player-controlled character and self-attribution of virtual behavior. Based in psychological and communication theory, we derived a model that links these variables to character portrayal and guilt. A between-subjects experiment manipulated the portrayal of the player-controlled character (immoral vs. moral) and measured the mediating variables and self-reported guilt. The hypothesized model was tested using a path model. Data were generally consistent with hypotheses. Controlling an immoral character reduced perceived character morality. Perceived character morality positively predicted self-attribution of character behavior and negatively predicted guilt. Self-attribution positively predicted guilt but self-attribution and perceived character morality did not interact. Our findings suggest novel directions for continued research into how game features elicit emotional responses in players.
【 授权许可】
CC BY
【 预 览 】
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RO202108170006747ZK.pdf | 466KB | download |