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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 Moral...
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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■006m          o    d                
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■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.

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