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Rated "M" for Moral: How Violent Games Influence Guilt and the Subsequent Effects on Morality, Psychological Needs, and Prosocial Behavior
Rated "M" for Moral: How Violent Games Influence Guilt and the Subsequent Effects on Morality, Psychological Needs, and Prosocial Behavior
상세정보
- 자료유형
- 학위논문 서양
- 최종처리일시
- 20250211153029
- ISBN
- 9798342747127
- DDC
- 384
- 저자명
- Olah, Matthew.
- 서명/저자
- Rated M for Moral: How Violent Games Influence Guilt and the Subsequent Effects on Morality, Psychological Needs, and Prosocial Behavior
- 발행사항
- [Sl] : Michigan State University, 2024
- 발행사항
- Ann Arbor : ProQuest Dissertations & Theses, 2024
- 형태사항
- 101 p
- 주기사항
- Source: Dissertations Abstracts International, Volume: 86-05, Section: B.
- 주기사항
- Advisor: Tamborini, Ron.
- 학위논문주기
- Thesis (Ph.D.)--Michigan State University, 2024.
- 초록/해제
- 요약Research investigating violent video games tends to focus on negative outcomes such as antisocial behavior and oftentimes ignores questions regarding whether these same violent video games contribute to prosocial behavior. Building on research by Olah (2023), the current study tests a model predicting conditions under which violent video game play can increase prosocial behavior. The model suggests that (1) playing a violent video game increases players' feelings of guilt, (2) an increase in guilt leads to an increase in approval of deontological moral thinking, and (3) this increased deontological moral thinking leads to an increase in prosocial behavior. Additionally, the model investigates the indirect relationship suggesting that basic psychological need satisfaction can mediate the influence of violent video game play on prosocial behavior. Finally, prior research tends to investigate the influence of violent video game play on moral judgments that are made within a video game, with little attention to game-play's influence on judgments made outside of a video game. The model tested in the current study attempts to address this oversight by measuring moral judgment made after game play with the moralization of everyday life scale. Participants were randomly assigned to one of two video game conditions, where they played versions of Minecraft that varied only whether the tasks performed by the player to advance through the game were violent or nonviolent acts. In one game version, participants could only kill villagers and livestock. In the other version, participants could only feed villagers and livestock. After playing, participants completed survey items measuring (1) guilt, (2) deontological moral thinking, (3) moral judgment, (4) basic psychological need satisfaction, (5) prosocial behavior, (6) moral self-image, and (7) perceptions of violence, justification, realism, graphicness, and enjoyment. Analyses indicated the violent condition predicted both increases in guilt and basic psychological need satisfaction. Additionally, higher guilt scores predicted higher prosocial behavior. Implications of the model regarding the influence of playing violent video games on judgments outside of game play are discussed.
- 일반주제명
- Communication
- 일반주제명
- Behavioral psychology
- 일반주제명
- Criminology
- 키워드
- Deontology
- 키워드
- Guilt
- 키워드
- Morality
- 키워드
- Video games
- 키워드
- Violence
- 기타저자
- Michigan State University Communication - Doctor of Philosophy
- 기본자료저록
- Dissertations Abstracts International. 86-05B.
- 전자적 위치 및 접속
- 로그인 후 원문을 볼 수 있습니다.
MARC
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■00520250211153029
■006m o d
■007cr#unu||||||||
■020 ▼a9798342747127
■035 ▼a(MiAaPQ)AAI31634855
■040 ▼aMiAaPQ▼cMiAaPQ
■0820 ▼a384
■1001 ▼aOlah, Matthew.
■24510▼aRated "M" for Moral: How Violent Games Influence Guilt and the Subsequent Effects on Morality, Psychological Needs, and Prosocial Behavior
■260 ▼a[Sl]▼bMichigan State University▼c2024
■260 1▼aAnn Arbor▼bProQuest Dissertations & Theses▼c2024
■300 ▼a101 p
■500 ▼aSource: Dissertations Abstracts International, Volume: 86-05, Section: B.
■500 ▼aAdvisor: Tamborini, Ron.
■5021 ▼aThesis (Ph.D.)--Michigan State University, 2024.
■520 ▼aResearch investigating violent video games tends to focus on negative outcomes such as antisocial behavior and oftentimes ignores questions regarding whether these same violent video games contribute to prosocial behavior. Building on research by Olah (2023), the current study tests a model predicting conditions under which violent video game play can increase prosocial behavior. The model suggests that (1) playing a violent video game increases players' feelings of guilt, (2) an increase in guilt leads to an increase in approval of deontological moral thinking, and (3) this increased deontological moral thinking leads to an increase in prosocial behavior. Additionally, the model investigates the indirect relationship suggesting that basic psychological need satisfaction can mediate the influence of violent video game play on prosocial behavior. Finally, prior research tends to investigate the influence of violent video game play on moral judgments that are made within a video game, with little attention to game-play's influence on judgments made outside of a video game. The model tested in the current study attempts to address this oversight by measuring moral judgment made after game play with the moralization of everyday life scale. Participants were randomly assigned to one of two video game conditions, where they played versions of Minecraft that varied only whether the tasks performed by the player to advance through the game were violent or nonviolent acts. In one game version, participants could only kill villagers and livestock. In the other version, participants could only feed villagers and livestock. After playing, participants completed survey items measuring (1) guilt, (2) deontological moral thinking, (3) moral judgment, (4) basic psychological need satisfaction, (5) prosocial behavior, (6) moral self-image, and (7) perceptions of violence, justification, realism, graphicness, and enjoyment. Analyses indicated the violent condition predicted both increases in guilt and basic psychological need satisfaction. Additionally, higher guilt scores predicted higher prosocial behavior. Implications of the model regarding the influence of playing violent video games on judgments outside of game play are discussed.
■590 ▼aSchool code: 0128.
■650 4▼aCommunication
■650 4▼aBehavioral psychology
■650 4▼aCriminology
■653 ▼aDeontology
■653 ▼aGuilt
■653 ▼aMorality
■653 ▼aVideo games
■653 ▼aViolence
■690 ▼a0459
■690 ▼a0627
■690 ▼a0384
■71020▼aMichigan State University▼bCommunication - Doctor of Philosophy.
■7730 ▼tDissertations Abstracts International▼g86-05B.
■790 ▼a0128
■791 ▼aPh.D.
■792 ▼a2024
■793 ▼aEnglish
■85640▼uhttp://www.riss.kr/pdu/ddodLink.do?id=T17164665▼nKERIS▼z이 자료의 원문은 한국교육학술정보원에서 제공합니다.


