31 research outputs found

    Being Bad in a Video Game can Make Us Morally Sensitive

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    Several researchers have demonstrated that the virtual behaviors committed in a video game can elicit feelings of guilt. Researchers have proposed that such guilt could have prosocial consequences. However, this proposition has not been supported with empirical evidence. The current study examined this issue in a 2 2 (video game play vs. real world recollection guilt vs. control) experiment. Participants were first randomly assigned to either play a video game or complete a memory recall task. Next, participants were randomly assigned to either a guilt-inducing condition (game play as a terrorist/recall of acts that induce guilt) or a control condition (game play as a UN soldier/recall of acts that do not induce guilt). Results of the study indicate several important findings. First, the current results replicate previous research indicating that immoral virtual behaviors are capable of eliciting guilt. Second, and more importantly, the guilt elicited by game play led to intuition-specific increases in the salience of violated moral foundations. These findings indicate that committing "immoral" virtual behaviors in a video game can lead to increased moral sensitivity of the player. The potential prosocial benefits of these findings are discussed.Advertisin

    Sports Spectators' Suspense: Affect and Uncertainty in Sports Entertainment

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    El Suspenso de los Espectadores de Deportes: El Afecto y la Inseguridad en el Entretenimiento de los Deportes Silvia Knobloch-Westerwick1, Prabu David1, Matt Eastin2,Ronald Tamborini3, & Dara Greenwood4ResumenPara explicar la atracción a los deportes en los medios, la teoría de suspenso es extendida para predecir el suspenso durante la exposición a los deportes. Los espectadores de juego de fútbol de una universidad (n = 113) en un contexto de rivalidad reportaron sus respuestas al juego durante los cortes comerciales. Un análisis multinivel de datos longitudinales muestra que los cambios positivos y negativos del afecto influenciaron el suspenso de los hinchas de ambos equipos. Asimismo, las disposiciones afectivas (arraigadas en el equipo) emergieron como precondición para el mayor suspenso, a pesar de la preferencia por el equipo, aún cuando el compromiso habitual de los fans no afectó el suspenso. Las predicciones acerca del incremento del suspenso debido a la baja inseguridad de la Victoria del grupo favorito y debido a la diferencia menor en el resultado fueron corroborados solamente por los hinchas del equipo ganador.Peer Reviewedhttp://deepblue.lib.umich.edu/bitstream/2027.42/78673/1/j.1460-2466.2009.01456.x.pd

    Технология и техника сооружения разведочно-эксплуатационной скважины для водоснабжения мкр. "Радужный" (Томский район)

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    Объектом исследования является участок "Радужный" в пределах пос. Зональная станция Томского района Томской области. Цель работы: составление проекта на бурение разведочно-эксплуатационной скважины; геологическое изучение объекта; разработка технологии проведения разведочно-эксплуатационных работ; разработка управления и организации работ на объекте. В процессе проектирования проводились: выбор бурового обору-дования; поверочный расчет выбранного оборудования; расчет режимных параметров; анализ вредных и опасных факторов при проведение геоло-горазведочных работ и меры по их предупреждению; выбор вспомога-тельного оборудования и организации работ; сметно-финансовый расчет.The object of the study is the site " Rainbow" in the settlement Zonal-naya station, Tomsk district. Objective: drafting of drilling exploratory-operation wells; geological study of the object; technology development site works; development of man-agement and organization of work at the facility. During the design process, the following were selected: selection of drill-ing equipment; testing calculations of the selected equipment; calculations of regime parameters; analysis of hazards during exploration and their preven-tion, selection of auxiliary equipment and the organization of work; financial estimates

    Characterizing mood management as need satisfaction: The effects of intrinsic needs on selective exposure and mood repair

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    This study attempted to (a) extend traditional mood management theory research by investigating the influence of the intrinsic needs for competence and autonomy on selective exposure to video games and (b) test the influence of satisfying these needs on resultant mood repair. An experiment varied satisfaction of competence and autonomy needs using false feedback. Subjects then selected media that varied in level of user demand. Measures of need satisfaction were taken before and after media selection. Results demonstrated that (a) thwarted intrinsic needs significantly predict the choice of video games with different levels of user demand and (b) the satisfaction of these needs predicts enjoyment. Findings indicate that mood management can result from mood repair through need satisfaction. © 2012 International Communication Association

    Between a rock and a hard place: The role of moral intuitions and social distance in determining moral judgments of an agent in a moral dilemma

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    Applying logic from both the model of intuitive morality and exemplars and construal level theory, we examined the impact of baseline moral intuition salience and social distance on the moral judgment of a narrative character confronted with a moral dilemma. After completing a measure of baseline intuition salience, participants in an experiment first read an article about a fighter pilot who shot down a plane and then judged the pilot’s actions as morally right or wrong. The article indicated that the plane had been hijacked by a terrorist who wanted to let it crash into a nearby stadium, and that the pilot shot down the plane to save the spectators in the stadium. Participants were randomly assigned to read the article either as if they were the pilot (social distance low) or as objectively as possible (social distance high). Results showed that baseline intuition salience and social distance interacted in determining moral judgment. Finally, moral judgment predicted whether participants would find the pilot guilty or not. In a second study using the same design as in the first study, we ensured that readers focused on different aspects of the dilemma depending on social distance

    Narrative Media’s Emphasis on Distinct Moral Intuitions Alters Early Adolescents’ Judgments

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    This project includes supplementary files associated with the manuscript entitled Narrative Media’s Emphasis on Distinct Moral Intuitions Alters Early Adolescents’ Judgments. 92646

    Media enjoyment as need satisfaction: The contribution of hedonic and nonhedonic needs

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    Most early research on entertainment defines media enjoyment in functional terms as the satisfaction of hedonic needs. Two studies demonstrate the value of including nonhedonic and hedonic need satisfaction in defining enjoyment. Both studies find support for a need-satisfaction model showing that hedonic (arousal and affect) and nonhedonic (competence and autonomy) need satisfaction account for unique variance in enjoyment experienced during video game play. Study 2 extends the findings of Study 1 to account for noninteractive media entertainment enjoyment. Results show hedonic and nonhedonic need satisfaction to be distinct but complementary components of media enjoyment. Discussion focuses on the advantage of a needs-based approach for understanding positive valuations of media and offers a new perspective on the enjoyment-appreciation distinction. © 2011 International Communication Association

    The representation of altruistic and egoistic motivations in popular music over 60 years

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    Content analyses examining the values expressed in popular music have been predominantly ad hoc, limited to antisocial themes, and lacking a comprehensive theoretical coding scheme. We applied a content analytic scheme based in the model of intuitive morality and exemplars (MIME) to examine altruistic and egoistic values in popular music over 60 years. Findings show (a) more frequent representation of egoistic than altruistic motivations, and (b) the profusion of egoistic motivations focused mostly on romantic (in adult-targeted music) but also platonic (in child-targeted music) relationships
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