Game perspective-taking effects on willingness to help immigrants: A replication study with a Spanish sample

2019 ◽  
Vol 22 (6) ◽  
pp. 944-958
Author(s):  
Jorge Peña ◽  
Juan Francisco Hernández Pérez

This study replicated an experiment examining video game character perspective-taking effects on socio-political opinions with a sample of Spanish participants. Random assignment to play a game as an immigration inspector decreased intention and attitudes toward helping immigrants relative to baseline scores. These effects were observed while controlling for social dominance orientation or preference for inequality among social groups. The intention and attitudes of participants randomly assigned to play a control group game featuring the role of a newspaper editor remained unchanged. Overall, this study expanded perspective-taking research by replicating theoretical predictions with a different sample. We discuss future directions and findings that deviated from the original study.

2018 ◽  
Vol 6 (2) ◽  
pp. 60-68 ◽  
Author(s):  
Tim Wulf ◽  
Nicholas D. Bowman ◽  
Diana Rieger ◽  
John A. Velez ◽  
Johannes Breuer

This article conceptually integrates research on the experience of nostalgia—defined as a predominantly positive, social, and past-oriented emotion—into the fold of video game research. We emphasize the role of nostalgia as an explanation for contemporary retro gaming trends, and suggest that nostalgia towards gaming events is a necessary area of research. To those ends, we broadly review existing literature on nostalgia before specifically focusing on media-induced nostalgia, and demonstrate how theoretical and empirical observations from this work can be applied to understand video game nostalgia. In particular, we argue that engaging in older gaming experiences indirectly (via memories) and even directly (via replaying or recreating experiences) elicits nostalgia, which in turn contributes to players' self-optimization and enhanced well-being. Moreover, as gamers and the medium mature together, nostalgic experiences with the medium are likely to become increasingly prevalent. The broad aim of this article is to offer future directions for research on video game nostalgia and provide a research agenda for research in this area.


Author(s):  
Michał Bilewicz

This chapter discusses the role of ideology in genocides, beyond the traditional conservatism–liberalism distinction. This chapter analyzes ideological views in greater detail by reviewing established psychological concepts, such as authoritarianism and social dominance orientation, as well as conspiracy theories, racial health ideology, and the concept of Lebensraum that formed the ideological foundation of the Holocaust and other large-scale crimes. Authoritarian ideology accurately explains the behavior of desk killers, bureaucrats responsible for organizing the mass murder. Social dominance ideology seems to give a more general explanation of genocide—it can be found in German social Darwinism, the idea of Lebensraum, the Nazi eugenic program, and the illusions spread by occupiers among the victims and the bystanders. The chapter suggests that deep study of ideologies might provide important insight into perpetrators’ worldviews and into their justifications of criminal acts, as well as an explanation of bystanders’ and victims’ behavior.


2019 ◽  
Vol 91 (4) ◽  
pp. 1183-1202 ◽  
Author(s):  
Flavia Albarello ◽  
Elisabetta Crocetti ◽  
Monica Rubini

2009 ◽  
Vol 22 (4) ◽  
pp. 416-436 ◽  
Author(s):  
Eva G. T. Green ◽  
Lotte Thomsen ◽  
Jim Sidanius ◽  
Christian Staerklé ◽  
Polina Potanina

Sign in / Sign up

Export Citation Format

Share Document