María T. Soto-Sanfiel , Ariadna Angulo-Brunet , Sanjay Saha
{"title":"Deepfakes as narratives: Psychological processes explaining their reception","authors":"María T. Soto-Sanfiel , Ariadna Angulo-Brunet , Sanjay Saha","doi":"10.1016/j.chb.2024.108518","DOIUrl":null,"url":null,"abstract":"<div><div>Hyper-realistic AI-generated synthetic media, known as deepfakes, manipulate appearances and actions, often to depict fabricated events. As technological advancements make them more and more realistic, their potential for both harmful deception and creative innovation becomes stronger than ever. This study explores how individuals interact with deepfakes of different genres when they are aware of their artificial nature. It proposes a model that connects these reactions to the psychological processes that are typically involved in responses to fictional narratives. A total of 1,031 US participants (<em>M</em><sub>Age</sub> = 43.0, <em>SD</em> = 14.0, <em>Range</em><sub>Age</sub> = 18–93) watched one of ten randomly assigned deepfakes (5 genres x 2 different videos) and then completed a series of questionnaires assessing familiarity with the protagonist, narrative transportation, perceived realism, message evaluation, enjoyment, and sharing intentions. The results confirm that, regardless of genre, narrative transportation prompts positive evaluations of perceptual quality and narrative consistency, which in turn influences enjoyment. Greater enjoyment, transportation and familiarity with the protagonist are predictors of heightened sharing intentions. These findings address gaps in our understanding of how people respond to deepfakes, with implications for entertainment and narrative theory.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"165 ","pages":"Article 108518"},"PeriodicalIF":9.0000,"publicationDate":"2024-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computers in Human Behavior","FirstCategoryId":"102","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0747563224003868","RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"PSYCHOLOGY, EXPERIMENTAL","Score":null,"Total":0}
引用次数: 0
Abstract
Hyper-realistic AI-generated synthetic media, known as deepfakes, manipulate appearances and actions, often to depict fabricated events. As technological advancements make them more and more realistic, their potential for both harmful deception and creative innovation becomes stronger than ever. This study explores how individuals interact with deepfakes of different genres when they are aware of their artificial nature. It proposes a model that connects these reactions to the psychological processes that are typically involved in responses to fictional narratives. A total of 1,031 US participants (MAge = 43.0, SD = 14.0, RangeAge = 18–93) watched one of ten randomly assigned deepfakes (5 genres x 2 different videos) and then completed a series of questionnaires assessing familiarity with the protagonist, narrative transportation, perceived realism, message evaluation, enjoyment, and sharing intentions. The results confirm that, regardless of genre, narrative transportation prompts positive evaluations of perceptual quality and narrative consistency, which in turn influences enjoyment. Greater enjoyment, transportation and familiarity with the protagonist are predictors of heightened sharing intentions. These findings address gaps in our understanding of how people respond to deepfakes, with implications for entertainment and narrative theory.
期刊介绍:
Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.