Cargando…

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

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-a...

Descripción completa

Detalles Bibliográficos
Autores principales: Ahn, Changhyun, Grizzard, Matthew, Lee, Seyoung
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8258373/
https://www.ncbi.nlm.nih.gov/pubmed/34239481
http://dx.doi.org/10.3389/fpsyg.2021.666518
_version_ 1783718492117139456
author Ahn, Changhyun
Grizzard, Matthew
Lee, Seyoung
author_facet Ahn, Changhyun
Grizzard, Matthew
Lee, Seyoung
author_sort Ahn, Changhyun
collection PubMed
description 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.
format Online
Article
Text
id pubmed-8258373
institution National Center for Biotechnology Information
language English
publishDate 2021
publisher Frontiers Media S.A.
record_format MEDLINE/PubMed
spelling pubmed-82583732021-07-07 How Do Video Games Elicit Guilt in Players? Linking Character Morality to Guilt Through a Mediation Analysis Ahn, Changhyun Grizzard, Matthew Lee, Seyoung Front Psychol Psychology 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. Frontiers Media S.A. 2021-06-22 /pmc/articles/PMC8258373/ /pubmed/34239481 http://dx.doi.org/10.3389/fpsyg.2021.666518 Text en Copyright © 2021 Ahn, Grizzard and Lee. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Psychology
Ahn, Changhyun
Grizzard, Matthew
Lee, Seyoung
How Do Video Games Elicit Guilt in Players? Linking Character Morality to Guilt Through a Mediation Analysis
title How Do Video Games Elicit Guilt in Players? Linking Character Morality to Guilt Through a Mediation Analysis
title_full How Do Video Games Elicit Guilt in Players? Linking Character Morality to Guilt Through a Mediation Analysis
title_fullStr How Do Video Games Elicit Guilt in Players? Linking Character Morality to Guilt Through a Mediation Analysis
title_full_unstemmed How Do Video Games Elicit Guilt in Players? Linking Character Morality to Guilt Through a Mediation Analysis
title_short How Do Video Games Elicit Guilt in Players? Linking Character Morality to Guilt Through a Mediation Analysis
title_sort how do video games elicit guilt in players? linking character morality to guilt through a mediation analysis
topic Psychology
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8258373/
https://www.ncbi.nlm.nih.gov/pubmed/34239481
http://dx.doi.org/10.3389/fpsyg.2021.666518
work_keys_str_mv AT ahnchanghyun howdovideogameselicitguiltinplayerslinkingcharactermoralitytoguiltthroughamediationanalysis
AT grizzardmatthew howdovideogameselicitguiltinplayerslinkingcharactermoralitytoguiltthroughamediationanalysis
AT leeseyoung howdovideogameselicitguiltinplayerslinkingcharactermoralitytoguiltthroughamediationanalysis