游戏中的道德心态

IF 1.7 4区 心理学 Q2 COMMUNICATION
Elisabeth Holl, André Melzer
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引用次数: 0

摘要

摘要包括有意义的叙述和道德决策在内的游戏越来越受欢迎。本案例研究考察了流行电子游戏《底特律:成为人类》中(a)道德和道德基础的普遍性,(b)玩家在遇到道德选择时的决策,以及(c)情境因素(即时间压力、扮演的化身和非玩家角色的人性)对道德决策的影响。根据对现有世界统计数据的广泛编码,我们在游戏中确定了73.21%的道德相关(与道德无关)决策,其中与伤害和权威相关的情况发生率很高。尽管玩家总体上倾向于从事道德行为,但在时间压力下,如果涉及非人类角色,他们更有可能表现得“好”。我们的发现是关于共同的道德理论进行讨论的。研究结果支持了这样一种观点,即先前的理论假设可以成功地映射到最畅销的电子游戏上。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Moral Minds in Gaming
Abstract. Games including meaningful narratives and moral decisions have become increasingly popular. This case study examines (a) the prevalence of morality and moral foundations, (b) player decisions when encountering moral options, and (c) the influence of contextual factors (i.e., time pressure, played avatar, and humanness of nonplayable characters) on moral decision-making in the popular video game Detroit: Become Human. Based on extensive coding of available world statistics we identified 73.21% morally relevant (vs. morally irrelevant) decisions in the game with a high prevalence for harm- and authority-related situations. Although players had an overall tendency to engage in moral behavior, they were more likely to act “good” when under time pressure and if nonhuman characters were involved. Our findings are discussed with regard to common theories of morality. Results support the notion that prior theoretical assumptions may be successfully mapped onto top-selling video games.
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来源期刊
CiteScore
3.20
自引率
11.80%
发文量
42
期刊介绍: Journal of Media Psychology (JMP) is committed to publishing original, high-quality papers which cover the broad range of media psychological research. This peer-reviewed journal focuses on how human beings select, use, and experience various media as well as how media (use) can affect their cognitions, emotions, and behaviors. Submissions must substantially advance the current state-of the art on a theoretical and/or an empirical level. To name just a few typical fields and domains of inquiry, the Journal of Media Psychology considers manuscripts dealing with research on entertainment, computer-mediated communication (including social media), human-computer interaction, e-learning, computer and video games, virtual environments, or advertising. The journal is also open to research from neighboring disciplines as far as this work ties in with psychological concepts of the uses and effects of the media. Submissions of comparative work, e.g., crossmedia, cross-gender, or cross-cultural, are encouraged. Moreover, submissions including alternative analysis procedures such as the Bayesian approach are welcome. Starting in 2015, the pre-registration of research plans will also be possible. To ensure short turn-around cycles for manuscript review and fast publication, the Journal of Media Psychology relies heavily upon electronic communication and information exchange, starting from electronic submission and continuing throughout the entire review and production process.
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