Moral decisions in video games and players' intergroup attitudes

Past studies have argued that being bad in video games could encourage prosocial outcomes due to heightened moral sensitivity and guilt among players. However, the relationship between immoral choices, guilt, and intergroup attitudes have not been tested empirically. The current study examined playe...

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Main Author: Koek, Dominic Wei Jie
Other Authors: Vivian Chen
Format: Final Year Project
Language:English
Published: Nanyang Technological University 2021
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Online Access:https://hdl.handle.net/10356/147235
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-1472352023-03-05T16:09:21Z Moral decisions in video games and players' intergroup attitudes Koek, Dominic Wei Jie Vivian Chen Wee Kim Wee School of Communication and Information ChenHH@ntu.edu.sg Social sciences::Communication::Intercultural communication Past studies have argued that being bad in video games could encourage prosocial outcomes due to heightened moral sensitivity and guilt among players. However, the relationship between immoral choices, guilt, and intergroup attitudes have not been tested empirically. The current study examined players’ decisions to either uphold or violate the six moral domains under the moral foundations theory (MFT) in a purpose-made game and their post-game attitudes toward immigrants. A 3 × 2 (non-player characters’ nationality: citizens only vs. mix of citizens and foreigners vs. foreigners only) × (content type: moral vs. neutral) experimental design was used (N = 300). Results of the study indicated that participants in the mix of citizens and foreigners condition experienced significantly lower post-attitudes, compared to those in the citizens only condition. In terms of game decisions, participants who violated more moral domains experienced higher levels of guilt after the game. The interactions between authority/subversion decision and trait module were found to be a positive predictor of guilt. However, guilt did not predict post-experiment attitudes. Participants’ trait moral foundations also did not predict their decisions to uphold or violate those relevant domains in the game. Theoretical and practical implications of these findings are discussed. Bachelor of Communication Studies 2021-03-31T07:57:58Z 2021-03-31T07:57:58Z 2021 Final Year Project (FYP) Koek, D. W. J. (2021). Moral decisions in video games and players' intergroup attitudes. Final Year Project (FYP), Nanyang Technological University, Singapore. https://hdl.handle.net/10356/147235 https://hdl.handle.net/10356/147235 en CS/20/027 application/pdf Nanyang Technological University
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
language English
topic Social sciences::Communication::Intercultural communication
spellingShingle Social sciences::Communication::Intercultural communication
Koek, Dominic Wei Jie
Moral decisions in video games and players' intergroup attitudes
description Past studies have argued that being bad in video games could encourage prosocial outcomes due to heightened moral sensitivity and guilt among players. However, the relationship between immoral choices, guilt, and intergroup attitudes have not been tested empirically. The current study examined players’ decisions to either uphold or violate the six moral domains under the moral foundations theory (MFT) in a purpose-made game and their post-game attitudes toward immigrants. A 3 × 2 (non-player characters’ nationality: citizens only vs. mix of citizens and foreigners vs. foreigners only) × (content type: moral vs. neutral) experimental design was used (N = 300). Results of the study indicated that participants in the mix of citizens and foreigners condition experienced significantly lower post-attitudes, compared to those in the citizens only condition. In terms of game decisions, participants who violated more moral domains experienced higher levels of guilt after the game. The interactions between authority/subversion decision and trait module were found to be a positive predictor of guilt. However, guilt did not predict post-experiment attitudes. Participants’ trait moral foundations also did not predict their decisions to uphold or violate those relevant domains in the game. Theoretical and practical implications of these findings are discussed.
author2 Vivian Chen
author_facet Vivian Chen
Koek, Dominic Wei Jie
format Final Year Project
author Koek, Dominic Wei Jie
author_sort Koek, Dominic Wei Jie
title Moral decisions in video games and players' intergroup attitudes
title_short Moral decisions in video games and players' intergroup attitudes
title_full Moral decisions in video games and players' intergroup attitudes
title_fullStr Moral decisions in video games and players' intergroup attitudes
title_full_unstemmed Moral decisions in video games and players' intergroup attitudes
title_sort moral decisions in video games and players' intergroup attitudes
publisher Nanyang Technological University
publishDate 2021
url https://hdl.handle.net/10356/147235
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