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

被引:5
作者
Ahn, Changhyun [1 ]
Grizzard, Matthew [2 ]
Lee, Seyoung [3 ]
机构
[1] Hallym Univ, Hlth & New Media Res Inst, Chunchon, South Korea
[2] Ohio State Univ, Sch Commun, Columbus, OH 43210 USA
[3] Sungkyunkwan Univ, Dept Media & Commun, Seoul, South Korea
关键词
narrative; morality; self-serving bias; attribution; guilt; EMOTIONS;
D O I
10.3389/fpsyg.2021.666518
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
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.
引用
收藏
页数:6
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