124 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

    Beyond group-level explanations for the failure of groups to solve hidden profiles: The individual preference effect revisited

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    The individual preference effect supplements the predominant group-level explanations for the failure of groups to solve hidden profiles. Even in the absence of dysfunctional group-level processes, group members tend to stick to their suboptimal initial decision preferences due to preference-consistent evaluation of information. However, previous experiments demonstrating this effect retained two group-level processes, namely (a) social validation of information supporting the group members’ initial preferences and (b) presentation of the additional information in a discussion format. Therefore, it was unclear whether the individual preference effect depends on the co-occurrence of these group-level processes. Here, we report two experiments demonstrating that the individual preference effect is indeed an individual-level phenomenon. Moreover, by a comparison to real interacting groups, we can show that even when all relevant information is exchanged and when no coordination losses occur, almost half of all groups would fail to solve hidden profiles due to the individual preference effect

    Perceiving Mixed Valence Emotions Reduces Intergroup Dehumanization

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    To deny others’ humanity is one of the most heinous forms of intergroup prejudice. Given evidence that perceiving various forms of complexity in outgroup members reduces intergroup prejudice, we investigated across three experiments whether the novel dimension of emotional complexity, or outgroup members’ joint experience of mixed-valence emotions, would also reduce their dehumanization. Experiment 1 found that perceiving fictitious aliens’ experience of the same primary emotions (e.g., sadness) presented in mixed vs. non-mixed valence pairs led to reduced prejudice via attenuated dehumanization, i.e. attribution of uniquely human emotions. Experiment 2 confirmed these results, using an unfamiliar real-world group as an outgroup target. Experiment 3 used a familiar outgroup and found generally similar effects, reducing social distance through reduced dehumanization. These processes suggest that an alternate route to reduced dehumanizing of outgroups might involve presenting mixed valence emotions

    Bringing Empathy into Play: On the Effects of Empathy in Violent and Nonviolent Video Games

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    While violent media has adverse effects on cognition, emotion and behavior, prosocial content promotes these variables in a prosocial way. Greater individual levels of empathy as well as increasing the level of empathy in media content typically foster prosocial behavior and reduce aggression. Two experiments replicated game content findings, and also showed that inducing empathy prior to a video game had a positive influence on behavior. However, under certain circumstances, inducing empathy before playing a violent video game may even have negative effects on behavior. As empathy is a common tool in prevention programs, the implications of these findings are discussed

    Violent video games and morality: a meta-ethical approach

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    This paper considers what it is about violent video games that leads one reasonably minded person to declare "That is immoral" while another denies it. Three interpretations of video game content a re discussed: reductionist, narrow, and broad. It is argued that a broad interpretation is required for a moral objection to be justified. It is further argued that understanding the meaning of moral utterances – like "x is immoral" – is important to an understanding of why there is a lack of moral consensus when it comes to the content of violent video games. Constructive ecumenical expressivism is presented as a means of explaining what it is that we are doing when we make moral pronouncements and why, when it comes to video game content, differing moral attitudes abound. Constructive ecumenical expressivism is also presented as a means of illuminating what would be required for moral consensus to be achieved

    The Reputational Consequences of Failed Replications and Wrongness Admission among Scientists

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    Scientists are dedicating more attention to replication efforts. While the scientific utility of replications is unquestionable, the impact of failed replication efforts and the discussions surrounding them deserve more attention. Specifically, the debates about failed replications on social media have led to worry, in some scientists, regarding reputation. In order to gain data-informed insights into these issues, we collected data from 281 published scientists. We assessed whether scientists overestimate the negative reputational effects of a failed replication in a scenario-based study. Second, we assessed the reputational consequences of admitting wrongness (versus not) as an original scientist of an effect that has failed to replicate. Our data suggests that scientists overestimate the negative reputational impact of a hypothetical failed replication effort. We also show that admitting wrongness about a non-replicated finding is less harmful to one’s reputation than not admitting. Finally, we discovered a hint of evidence that feelings about the replication movement can be affected by whether replication efforts are aimed one’s own work versus the work of another. Given these findings, we then present potential ways forward in these discussions

    None in Three: The Design and Development of a Low-cost Violence Prevention Game for the Caribbean Region

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    Domestic violence is a persistent and universal problem occurring in every culture and social group, with lack of empathy identified as a contributing factor. On average, one in three women and girls in the Caribbean experience domestic violence in their lifetime. In this paper we demonstrate the techniques used during the creation of a low-cost, violence prevention game titled None in Three, targeted at enhancing empathy and awareness among young people in Barbados and Grenada. A research trip was undertaken to gather photographic reference and to meet with young people. Methods to measure the emotional state of players and awareness of characters in-game were explored. Cost-saving measures such as asset store purchases were evaluated. Custom tools were created in order to speed up production, including a bespoke event editor for multiple-choice dialogue sequences, and the use of motion capture libraries and auto-rigging tools to speed up character animation workflows

    Problematic Instagram use: the role of perceived feeling of presence and escapism

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    The use of social networking sites is becoming increasingly popular. Although there are many studies investigating the problematic use of social networking sites such as Facebook, little is known about problematic Instagram use (PIU) and factors related to it. The present study developed a complex model in order to examine the mediating role of perceived feeling of presence (i.e., social, spatial, and co-presence) and escapism between using different Instagram features and PIU. A total of 333 Instagram users from a high school and a state university, aged between 14 and 23 years (Mage = 17.74 years, SD = 2.37, 61% female), completed a "paper-and-pencil" questionnaire comprising measures of social presence, spatial presence, co-presence, Instagram escapism, and PIU. In addition, frequency of use of five different Instagram features (i.e., watching live streams; watching videos; looking at posted photographs; liking, commenting on others' posts; and getting likes and comments from others) were assessed using a 7-point Likert scale. Analysis indicated that watching live streams was indirectly associated with PIU via escapism, spatial presence, and co-presence. Leaving likes and comments on others' posts was both directly and indirectly associated with PIU via co-presence and escapism. Escapism mediated the relationships between social and spatial presence and co-presence and PIU. The findings of the present study appear to indicate that a minority of individuals use Instagram problematically and that problematic Instagram use is associated with the frequency of watching live streams, liking, and commenting on others’ posts on Instagram, being able to feel a higher sense of presence using Instagram, and using Instagram as an escape from reality

    Sex differences in short-term mate preferences and behavioral mimicry: A semi-naturalistic experiment

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    Item does not contain fulltextStudies on short-term mating (STM) yield sex differences regarding preferences for attractiveness (important towomen, very important to men) and social status (very important to women, not to men) in potential mates. Additionally, men generally report a greater desire to engage in STM than women. So far, this evidence is primarily based on studies using vignettes or surveys. The current study extended the findings on sex differences in STM by examining actual behavior and STM-desires towards real people of the opposite sex. It investigated whether (1) sex differences exist in STM-desire, (2) whether this desire was affected by a confederate's attractiveness and status, and (3) if these sex differences were also reflected in interpersonal behavior (mimicry). In a pub-like laboratory, single heterosexual participants performed a task alongside a confederate of the opposite sex, who differed in attractiveness and social status. Mimicry was observed and explicit STM-desire was assessed. Results showed that men only desired STM more than women in the case of an attractive partner. Women's STMdesire did not vary as a function of status or ttractiveness of the potential partner. Men’s, but not women's, mimicry paralleled these differential STM-desires. These results underline the conditionality of sex differences in STM-desire and provide a useful paradigm to further investigate STM.10 p

    Short-Term Compassion Training Increases Prosocial Behavior in a Newly Developed Prosocial Game

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    Compassion has been suggested to be a strong motivator for prosocial behavior. While research has demonstrated that compassion training has positive effects on mood and health, we do not know whether it also leads to increases in prosocial behavior. We addressed this question in two experiments. In Experiment 1, we introduce a new prosocial game, the Zurich Prosocial Game (ZPG), which allows for repeated, ecologically valid assessment of prosocial behavior and is sensitive to the influence of reciprocity, helping cost, and distress cues on helping behavior. Experiment 2 shows that helping behavior in the ZPG increased in participants who had received short-term compassion training, but not in participants who had received short-term memory training. Interindividual differences in practice duration were specifically related to changes in the amount of helping under no-reciprocity conditions. Our results provide first evidence for the positive impact of short-term compassion training on prosocial behavior towards strangers in a training-unrelated task
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