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 foreig...
A number of video games involve moral narratives or require the players to make moral decisions. Re...
A divide exists in the video game effects literature, such that one branch of research indicates har...
Video games are the digital entertainment resource most in demand by young people, which has led an ...
This exploratory study was designed to examine how players make moral choices in video games and wha...
Games including meaningful narratives and moral decisions have become increasingly popular. This cas...
Over the past 30 years, video games have become an important part of contemporary global entertainme...
Over the past 30 years, video games have become an important part of contemporary global entertainme...
Moral dilemmas have become increasingly popular in video games, although it is still widely unknown ...
peer reviewedCommercial video game titles with meaningful and morally relevant storylines are becomi...
peer reviewedMoral dilemmas have become increasingly popular in single player video games, although...
The present dissertation focuses on moral decision-making in single player video games. The thesis c...
Several researchers have demonstrated that the virtual behaviors committed in a video game can elici...
Research studies and recruitment processes often rely on psychometric instruments to profile respond...
From complex multi-players to casual gaming: video games are the most common virtual environment for...
Video games as a medium for play increase in popularity and participation every year. Around the wor...
A number of video games involve moral narratives or require the players to make moral decisions. Re...
A divide exists in the video game effects literature, such that one branch of research indicates har...
Video games are the digital entertainment resource most in demand by young people, which has led an ...
This exploratory study was designed to examine how players make moral choices in video games and wha...
Games including meaningful narratives and moral decisions have become increasingly popular. This cas...
Over the past 30 years, video games have become an important part of contemporary global entertainme...
Over the past 30 years, video games have become an important part of contemporary global entertainme...
Moral dilemmas have become increasingly popular in video games, although it is still widely unknown ...
peer reviewedCommercial video game titles with meaningful and morally relevant storylines are becomi...
peer reviewedMoral dilemmas have become increasingly popular in single player video games, although...
The present dissertation focuses on moral decision-making in single player video games. The thesis c...
Several researchers have demonstrated that the virtual behaviors committed in a video game can elici...
Research studies and recruitment processes often rely on psychometric instruments to profile respond...
From complex multi-players to casual gaming: video games are the most common virtual environment for...
Video games as a medium for play increase in popularity and participation every year. Around the wor...
A number of video games involve moral narratives or require the players to make moral decisions. Re...
A divide exists in the video game effects literature, such that one branch of research indicates har...
Video games are the digital entertainment resource most in demand by young people, which has led an ...