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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...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2021
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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 |
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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 |
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