Reducing Outgroup Bias through Intergroup Contact with Non-Playable Video Game Characters in VR

Presence Pub Date : 2020-07-29 DOI:10.1162/pres_a_00330
Priska Breves
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引用次数: 11

Abstract

Video games are one of the most popular media forms in today's society, but are often criticized for various reasons. For instance, mainstream video games do not incorporate enough racially diverse game characters or are often connected to adolescents??? levels of aggression and have thus been the focus of many debates. While the negative consequences of video games have been analyzed by many academic studies, research on the prosocial effects of video games is scarce. To address this research gap and support the ongoing call for more diverse video game characters, this study used a 3 ?? 1 between-subjects design (N = 86) to test the impact of racially diverse non-playable characters (NPCs). The parasocial contact hypothesis was used as the theoretical foundation, incorporating virtual reality technology as an intensifier of effects. The results showed that helping a Black NPC did not reduce implicit bias, but reduced explicit bias towards Black people. This improvement was stronger when the video game was played using virtual reality technology than when using a traditional two-dimensional gaming device.
通过与VR中不可玩电子游戏角色的小组间接触减少小组外偏见
电子游戏是当今社会最受欢迎的媒体形式之一,但由于各种原因经常受到批评。例如,主流电子游戏没有包含足够多的种族多样性游戏角色,或者经常与青少年有关???侵略程度,因此成为许多辩论的焦点。虽然许多学术研究已经分析了电子游戏的负面后果,但对电子游戏的亲社会效应的研究却很少。为了解决这一研究空白,并支持对更多样化电子游戏角色的持续呼吁,本研究使用了3??1受试者之间的设计(N=86),以测试种族多样性的不可玩角色(NPC)的影响。准社会接触假说被用作理论基础,将虚拟现实技术作为效果的增强剂。结果表明,帮助黑人NPC并没有减少隐性偏见,而是减少了对黑人的显性偏见。当使用虚拟现实技术玩视频游戏时,这种改进比使用传统的二维游戏设备时更强。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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