Christopher J. Ferguson, Cassandra Bradley, Breanna Karon, Ashleigh Korn, Jenna Kotschessa, Deandra Lazos, Shardae Madison, Jessie Quince, Cassie Rice, Noureen Saeed, Chloe Washington
{"title":"唯一善良的兽人是死去的兽人:扮演善良或邪恶的怪物种族会影响现实生活中的种族中心主义吗?简短的报告","authors":"Christopher J. Ferguson, Cassandra Bradley, Breanna Karon, Ashleigh Korn, Jenna Kotschessa, Deandra Lazos, Shardae Madison, Jessie Quince, Cassie Rice, Noureen Saeed, Chloe Washington","doi":"10.1016/j.entcom.2025.101023","DOIUrl":null,"url":null,"abstract":"<div><div>Does killing orcs in fantasy games make people feel racist toward other people in real life? Recent controversies within role-playing games have focused on whether playing with inherently evil monster races increases ethnocentrism in real life. This has led some game makers to change the content of their games away from themes of good humans, elves, and dwarves fighting evil monster races, to themes of moral ambiguity where any race can be good or evil. This has also resulted in pushbacks from some players who claim these efforts cater to politically left narratives on race and identity that are themselves harmful. For the current study, the belief that fighting against evil orcs contributes to racist attitudes was tested with a sample of 102 young adults. Participants were randomized to play a video game with either inherently evil orcs, or those that were morally neutral. Participants were then tested with regard to ethnocentrism. No evidence emerged that playing in a game with evil orcs increased ethnocentrism. This evidence finds that causal concerns about role-playing games with evil monsters may be misplaced.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101023"},"PeriodicalIF":2.4000,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The only good orc is a dead orc: does playing good or evil monster races influence ethnocentrism in real life? A brief report\",\"authors\":\"Christopher J. Ferguson, Cassandra Bradley, Breanna Karon, Ashleigh Korn, Jenna Kotschessa, Deandra Lazos, Shardae Madison, Jessie Quince, Cassie Rice, Noureen Saeed, Chloe Washington\",\"doi\":\"10.1016/j.entcom.2025.101023\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><div>Does killing orcs in fantasy games make people feel racist toward other people in real life? Recent controversies within role-playing games have focused on whether playing with inherently evil monster races increases ethnocentrism in real life. This has led some game makers to change the content of their games away from themes of good humans, elves, and dwarves fighting evil monster races, to themes of moral ambiguity where any race can be good or evil. This has also resulted in pushbacks from some players who claim these efforts cater to politically left narratives on race and identity that are themselves harmful. For the current study, the belief that fighting against evil orcs contributes to racist attitudes was tested with a sample of 102 young adults. Participants were randomized to play a video game with either inherently evil orcs, or those that were morally neutral. Participants were then tested with regard to ethnocentrism. No evidence emerged that playing in a game with evil orcs increased ethnocentrism. This evidence finds that causal concerns about role-playing games with evil monsters may be misplaced.</div></div>\",\"PeriodicalId\":55997,\"journal\":{\"name\":\"Entertainment Computing\",\"volume\":\"55 \",\"pages\":\"Article 101023\"},\"PeriodicalIF\":2.4000,\"publicationDate\":\"2025-09-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Entertainment Computing\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S187595212500103X\",\"RegionNum\":3,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"COMPUTER SCIENCE, CYBERNETICS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S187595212500103X","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
The only good orc is a dead orc: does playing good or evil monster races influence ethnocentrism in real life? A brief report
Does killing orcs in fantasy games make people feel racist toward other people in real life? Recent controversies within role-playing games have focused on whether playing with inherently evil monster races increases ethnocentrism in real life. This has led some game makers to change the content of their games away from themes of good humans, elves, and dwarves fighting evil monster races, to themes of moral ambiguity where any race can be good or evil. This has also resulted in pushbacks from some players who claim these efforts cater to politically left narratives on race and identity that are themselves harmful. For the current study, the belief that fighting against evil orcs contributes to racist attitudes was tested with a sample of 102 young adults. Participants were randomized to play a video game with either inherently evil orcs, or those that were morally neutral. Participants were then tested with regard to ethnocentrism. No evidence emerged that playing in a game with evil orcs increased ethnocentrism. This evidence finds that causal concerns about role-playing games with evil monsters may be misplaced.
期刊介绍:
Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.