11,455 research outputs found

    The Racing-Game Effect: Why Do Video Racing Games Increase Risk-Taking Inclinations?

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    The present studies investigated why video racing games increase players’ risk-taking inclinations. Four studies reveal that playing video racing games increases risk taking in a subsequent simulated road traffic situation, as well as risk-promoting cognitions and emotions, blood pressure,sensation seeking, and attitudes toward reckless driving. Study 1 ruled out the role of experimental demand in creating such effects. Studies 2 and 3 showed that the effect of playing video racing games on risk taking was partially mediated by changes in selfperceptions as a reckless driver. These effects were evident only when the individual played racing games that reward traffic violations rather than racing games that do not reward traffic violations (Study 3) and when the individual was an active player of such games rather than a passive observer (Study 4). In sum, the results underline the potential negative impact of racing games on traffic safety

    Production Methods

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    Auditory Experiences in Game Transfer Phenomena:

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    This study investigated gamers’ auditory experiences as after effects of playing. This was done by classifying, quantifying, and analysing 192 experiences from 155 gamers collected from online videogame forums. The gamers’ experiences were classified as: (i) auditory imagery (e.g., constantly hearing the music from the game), (ii) inner speech (e.g., completing phrases in the mind), (iii) auditory misperceptions (e.g., confusing real life sounds with videogame sounds), and (iv) multisensorial auditory experiences (e.g., hearing music while involuntary moving the fingers). Gamers heard auditory cues from the game in their heads, in their ears, but also coming from external sources. Occasionally, the vividness of the sound evoked thoughts and emotions that resulted in behaviours and copying strategies. The psychosocial implications of the gamers’ auditory experiences are discussed. This study contributes to the understanding of the effects of auditory features in videogames, and to the phenomenology of non-volitional experiences (e.g., auditory imagery, auditory hallucinations)

    Automatic mental processes, automatic actions and behaviours in game transfer phenomena: an empirical self-report study using online forum data

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    Previous studies have demonstrated that the playing of videogames can have both intended and unintended effects. The purpose of this study was to investigate the influence of videogames on players’ mental processes and behaviours in day-to-day settings. A total of 1,023 self-reports from 762 gamers collected from online videogame forums were classified, quantified, described and explained. The data include automatic thoughts, sensations and impulses, automatic mental replays of the game in real life, and voluntary/involuntary behaviours with videogame content. Many gamers reported that they had responded – at least sometimes – to real life stimuli as if they were still playing videogames. This included overreactions, avoidances, and involuntary movements of limbs. These experiences lasted relatively short periods of time but in a minority of players were recurrent. The gamers' experiences appeared to be enhanced by virtual embodiment, repetitive manipulation of game controls, and their gaming habits. However, similar phenomena may also occur when doing other non-gaming activities. The implications of these game transfer experiences are discussed

    Social Dilemmas

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    Eliciting Behavior From Interactive Narratives: Isolating the Role of Agency in Connecting With and Modeling Characters

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    A key component differentiating interactive storytelling from non-interactive media is agency, or control over character choices. A series of experiments show that providing agency over a character increased the user-character connection, which then increased engagement in a character-consistent charitable act. Findings were observed in technologically simple online narratives that controlled for navigation/controller differences, graphics, sounds, lengthy play, and avatar customization. Effects emerged even though users did not practice these acts by making their character behave charitably. Findings were robust across happy and unfortunate endings and across first-, second-, and third-person narrative perspectives. Findings suggest promise for developing inexpensive ‘‘storygames’’ to encourage supportive behaviors

    “Feeling my Sister’s Pain”: Perceived Victim Suffering Moderates the Impact of Sexualized Music Videos on Fijian Women’s Responses to Men’s Intimate Partner Violence against Women

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    To better understand how sexualized music videos affect women’s responses to intimate partner violence (IPV), we examined the role of individual variability in perceived victim pain and perceived victim culpability in moderating and mediating (respectively) the priming effects of sexual music videos on women. Female Fijian college students (n = 243) were randomly assigned to one of three viewing conditions: stereotyped sexual music videos, non-stereotyped/non-sexual music videos, or neutral videos. All participants then read a portrayal of a male-toward-female IPV episode and their perceptions of the female victim and male perpetrator were assessed. Only women who minimized the victim’s pain were adversely affected by exposure to the stereotyped sexual videos. Specifically, for women who perceived low victim pain, those in the stereotyped video condition perceived the victim as more culpable and reported greater perpetrator-directed favorable responding than those in the other two conditions. For these women who perceived low victim pain, perceptions of victim culpability mediated the impact of video type on perpetrator-favorable responding. The findings help us better understand susceptibility to the negative impact of stereotypical sexual videos and highlight areas, such as emphasizing the suffering of victims and reducing myths about victim culpability, which may be worthy of particular emphasis in interventions
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