References of "Journal of Media Psychology"
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See detailMoral minds in gaming – A quantitative case study of moral decisions in Detroit: Become Human
Holl, Elisabeth UL; Melzer, André UL

in Journal of Media Psychology (2022)

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 ... [more ▼]

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. [less ▲]

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See detailGame over for first-person shooter games? The impact of playing experience on aggression
Glock, Sabine UL; Kneer, Julia

in Journal of Media Psychology (2009), 21(1), 151-160

Because of recent school shootings, there has been a broad public discussion on whether playing violent digital games causes aggression. Current empirical findings of media violence research on aggression ... [more ▼]

Because of recent school shootings, there has been a broad public discussion on whether playing violent digital games causes aggression. Current empirical findings of media violence research on aggression are ambiguous. It is also unclear whether the positive correlation is due to active playing or to media reports. Media reports may lead people who do not play (nonplayers) to associate violent digital games with aggression, while active players (long-term players) may have differentiated knowledge structures. Therefore, we conducted an experiment to investigate the relationship between the concepts “violent digital game” and “aggression” for long-term players and nonplayers. Long-term players, nonprimed, and primed nonplayers performed two lexical decision tasks before and after playing “Unreal Tournament.” While priming “violent digital game” activated the concept “aggression” for nonplayers, active playing had no impact at all. The individual knowledge about these games had stronger impact on psychological responses than playing a violent digital game. [less ▲]

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