Facial Features of Non-player Creatures Can Influence Moral Decisions in Video Games

2017 ◽  
Vol 15 (1) ◽  
pp. 1-12 ◽  
Author(s):  
Ylva Ferstl ◽  
Elena Kokkinara ◽  
Rachel Mcdonnell
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.


2009 ◽  
Vol 42 (19) ◽  
pp. 13
Author(s):  
LISA J. MERLO
Keyword(s):  

2016 ◽  
Vol 75 (3) ◽  
pp. 133-140
Author(s):  
Robert Busching ◽  
Johannes Lutz

Abstract. Legally irrelevant information like facial features is used to form judgments about rape cases. Using a reverse-correlation technique, it is possible to visualize criminal stereotypes and test whether these representations influence judgments. In the first step, images of the stereotypical faces of a rapist, a thief, and a lifesaver were generated. These images showed a clear distinction between the lifesaver and the two criminal representations, but the criminal representations were rather similar. In the next step, the images were presented together with rape scenarios, and participants (N = 153) indicated the defendant’s level of liability. Participants with high rape myth acceptance scores attributed a lower level of liability to a defendant who resembled a stereotypical lifesaver. However, no specific effects of the image of the stereotypical rapist compared to the stereotypical thief were found. We discuss the findings with respect to the influence of visual stereotypes on legal judgments and the nature of these mental representations.


2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


2008 ◽  
Vol 67 (1) ◽  
pp. 41-50 ◽  
Author(s):  
Frithjof Staude-Müller ◽  
Thomas Bliesener ◽  
Stefanie Luthman

This study tests whether playing violent video games leads to desensitization and increased cardiovascular responding. In a laboratory experiment, 42 men spent 20 min playing either a high- or low-violence version of a “first-person shooter” game. Arousal (heart rate, respiration rate) was measured continuously. After playing the game, emotional responses to aversive and aggressive stimuli - pictures from Lang, Bradley, and Cuthbert’s (1999) International Affective Picture System - were assessed with self-ratings and physiological measurement (skin conductance). Results showed no differences in the judgments of emotional responses to the stimuli. However, different effects of game violence emerged in the physiological reactions to the different types of stimulus material. Participants in the high-violence condition showed significantly weaker reactions (desensitization) to aversive stimuli and reacted significantly more strongly (sensitization) to aggressive cues. No support was found for the arousal hypothesis. Post-hoc analyses are used to discuss possible moderating influences of gaming experience and player’s trait aggressiveness in terms of the General Aggression Model ( Anderson & Bushman, 2001 ) and the Downward Spiral Model ( Slater, Henry, Swaim, & Anderson, 2003 ).


GeroPsych ◽  
2018 ◽  
Vol 31 (4) ◽  
pp. 205-213 ◽  
Author(s):  
Kathryn L. Ossenfort ◽  
Derek M. Isaacowitz

Abstract. Research on age differences in media usage has shown that older adults are more likely than younger adults to select positive emotional content. Research on emotional aging has examined whether older adults also seek out positivity in the everyday situations they choose, resulting so far in mixed results. We investigated the emotional choices of different age groups using video games as a more interactive type of affect-laden stimuli. Participants made multiple selections from a group of positive and negative games. Results showed that older adults selected the more positive games, but also reported feeling worse after playing them. Results supplement the literature on positivity in situation selection as well as on older adults’ interactive media preferences.


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