Kill or Spare – Moral Decision-Making in Video Games

2021 ◽  
pp. 88-99
Author(s):  
Elisabeth Holl ◽  
André Melzer
2021 ◽  
Author(s):  
Vedant Sansare ◽  
Jake Rovere ◽  
Mitchell McEwan ◽  
Malcolm Ryan

2019 ◽  
Vol 7 (4) ◽  
pp. 213-225 ◽  
Author(s):  
Sarah E. Hodge ◽  
Jacqui Taylor ◽  
John McAlaney

A purpose-made video game was used to measure response time and moral alignment of in-game moral decisions, which were made by 115 undergraduate students. Overall, moral decisions took between 4–6 seconds and were mostly pro-social. Previous gameplay, in-game, and post-game experiences predicted in-game moral alignment. Real-life moral salience was not related to in-game decision-making. The implications of these results are discussed in the context of the demands of video games and in-game moral decision-making models.


Author(s):  
André Melzer ◽  
Elisabeth Holl

Video games and their expressive and interactive potential may fulfill simple needs for hedonic pleasure, but they are also suited for generating meaningful interaction and eudaimonic experiences. As moral actors, players can make their own decisions in a safe “as-if” space without direct real-life consequences. Not surprisingly, implementing meaningful eudaimonic elements based on moral decision-making has become increasingly popular. This chapter describes the role of morality in video games, together with an overview of current theories on psychological processing of moral decision-making in video games. It suggests a novel integrating approach that comprises game-related factors, personal characteristics, and moral decision-making processes and their effects on the player. The integrative model unites leading theoretical assumptions of morality in video games, but also allows for predictions when players make moral decisions or suppress their moral concerns, and how this may affect their entertainment outcome.


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