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电子游戏如何引发玩家的内疚感?通过中介分析将角色道德与内疚感联系起来。

How Do Video Games Elicit Guilt in Players? Linking Character Morality to Guilt Through a Mediation Analysis.

作者信息

Ahn Changhyun, Grizzard Matthew, Lee Seyoung

机构信息

Health and New Media Research Institute, Hallym University, Chuncheon, South Korea.

School of Communication, Ohio State University, Columbus, OH, United States.

出版信息

Front Psychol. 2021 Jun 22;12:666518. doi: 10.3389/fpsyg.2021.666518. eCollection 2021.

DOI:10.3389/fpsyg.2021.666518
PMID:34239481
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8258373/
Abstract

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.

摘要

研究一直发现,在电子游戏中做出不道德行为能够引发玩家的内疚感。本研究旨在调查理论上相关的心理机制的中介作用:玩家控制角色的感知道德和虚拟行为的自我归因。基于心理学和传播学理论,我们推导了一个将这些变量与角色刻画和内疚感联系起来的模型。一项被试间实验操纵了玩家控制角色的刻画(不道德与道德),并测量了中介变量和自我报告的内疚感。使用路径模型对假设模型进行了检验。数据总体上与假设一致。控制一个不道德的角色会降低对角色道德的感知。对角色道德的感知正向预测角色行为的自我归因,负向预测内疚感。自我归因正向预测内疚感,但自我归因和对角色道德的感知没有相互作用。我们的研究结果为继续研究游戏特征如何在玩家中引发情感反应提供了新的方向。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1e5d/8258373/0d278a554f78/fpsyg-12-666518-g0001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1e5d/8258373/0d278a554f78/fpsyg-12-666518-g0001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1e5d/8258373/0d278a554f78/fpsyg-12-666518-g0001.jpg

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引用本文的文献

1
Eliciting guilt in virtual reality games: interplay of self-attribution, presence, and morality.在虚拟现实游戏中引发内疚感:自我归因、临场感与道德的相互作用。
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本文引用的文献

1
Being bad in a video game can make us more morally sensitive.在电子游戏中表现不佳会让我们在道德上更加敏感。
Cyberpsychol Behav Soc Netw. 2014 Aug;17(8):499-504. doi: 10.1089/cyber.2013.0658. Epub 2014 Jun 20.
2
Mirrored morality: an exploration of moral choice in video games.镜像道德:对视频游戏中道德选择的探索。
Cyberpsychol Behav Soc Netw. 2012 Nov;15(11):610-4. doi: 10.1089/cyber.2012.0235. Epub 2012 Sep 27.
3
Effect of opponent type on moral emotions and responses to video game play.对手类型对视频游戏中道德情感和反应的影响。
Cyberpsychol Behav Soc Netw. 2011 Nov;14(11):695-8. doi: 10.1089/cyber.2010.0523. Epub 2011 May 10.
4
Moral emotions and moral behavior.道德情感与道德行为。
Annu Rev Psychol. 2007;58:345-72. doi: 10.1146/annurev.psych.56.091103.070145.