{"title":"责怪蓝精灵:利用网络游戏中的新型社交欺骗行为检验归因理论","authors":"Charles K Monge, Nicholas L Matthews","doi":"10.1177/14614448241235638","DOIUrl":null,"url":null,"abstract":"Despite their popularity, online video games possess pervasive toxicity. However, players do not categorically judge toxic behaviors as wrong. Attribution theories are well suited to disambiguate such judgment variance, but debate exists on the usefulness of motivated versus socially regulated blame perspectives. By exploring a new, potentially toxic behavior called “smurfing,” we innovate on methodological barriers that make experimentally disentangling socially regulated and motivated attribution perspectives difficult. In Study 1, we empirically present, describe, and explore smurfing and its perceived effects as a novel cheating behavior in online gaming. In Study 2, we extracted player-generated reasons for smurfing and manipulated the stakes of games to manipulate transgression salience (a key factor of blame attribution) across a moral continuum. By having participants use a mock crowd-sourced judgment platform, we observed the (in)stability of stakes across a continuum of reasons. We subsequently replicated our findings with a novel sample in Study 3.","PeriodicalId":19149,"journal":{"name":"New Media & Society","volume":null,"pages":null},"PeriodicalIF":4.5000,"publicationDate":"2024-03-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Blaming the smurf: Using a novel social deception behavior in online games to test attribution theories\",\"authors\":\"Charles K Monge, Nicholas L Matthews\",\"doi\":\"10.1177/14614448241235638\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Despite their popularity, online video games possess pervasive toxicity. However, players do not categorically judge toxic behaviors as wrong. Attribution theories are well suited to disambiguate such judgment variance, but debate exists on the usefulness of motivated versus socially regulated blame perspectives. By exploring a new, potentially toxic behavior called “smurfing,” we innovate on methodological barriers that make experimentally disentangling socially regulated and motivated attribution perspectives difficult. In Study 1, we empirically present, describe, and explore smurfing and its perceived effects as a novel cheating behavior in online gaming. In Study 2, we extracted player-generated reasons for smurfing and manipulated the stakes of games to manipulate transgression salience (a key factor of blame attribution) across a moral continuum. By having participants use a mock crowd-sourced judgment platform, we observed the (in)stability of stakes across a continuum of reasons. We subsequently replicated our findings with a novel sample in Study 3.\",\"PeriodicalId\":19149,\"journal\":{\"name\":\"New Media & Society\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":4.5000,\"publicationDate\":\"2024-03-12\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"New Media & Society\",\"FirstCategoryId\":\"98\",\"ListUrlMain\":\"https://doi.org/10.1177/14614448241235638\",\"RegionNum\":1,\"RegionCategory\":\"文学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"COMMUNICATION\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"New Media & Society","FirstCategoryId":"98","ListUrlMain":"https://doi.org/10.1177/14614448241235638","RegionNum":1,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMMUNICATION","Score":null,"Total":0}
Blaming the smurf: Using a novel social deception behavior in online games to test attribution theories
Despite their popularity, online video games possess pervasive toxicity. However, players do not categorically judge toxic behaviors as wrong. Attribution theories are well suited to disambiguate such judgment variance, but debate exists on the usefulness of motivated versus socially regulated blame perspectives. By exploring a new, potentially toxic behavior called “smurfing,” we innovate on methodological barriers that make experimentally disentangling socially regulated and motivated attribution perspectives difficult. In Study 1, we empirically present, describe, and explore smurfing and its perceived effects as a novel cheating behavior in online gaming. In Study 2, we extracted player-generated reasons for smurfing and manipulated the stakes of games to manipulate transgression salience (a key factor of blame attribution) across a moral continuum. By having participants use a mock crowd-sourced judgment platform, we observed the (in)stability of stakes across a continuum of reasons. We subsequently replicated our findings with a novel sample in Study 3.
期刊介绍:
New Media & Society engages in critical discussions of the key issues arising from the scale and speed of new media development, drawing on a wide range of disciplinary perspectives and on both theoretical and empirical research. The journal includes contributions on: -the individual and the social, the cultural and the political dimensions of new media -the global and local dimensions of the relationship between media and social change -contemporary as well as historical developments -the implications and impacts of, as well as the determinants and obstacles to, media change the relationship between theory, policy and practice.