Vedant Sansare, Jake Rovere, Michael McEwan, Malcolm Ryan
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引用次数: 1
Abstract
When we make ethical decisions in everyday life, our choices are often influenced by what we see others doing around us. In psychology, this phenomenon is known as social proof. When we are uncertain about what to do, we are likely to follow the crowd, especially if we identify with them. In this study, we examine how this behaviour extends to video games, and how it is influenced by other design factors such as time-limited decisions. We present the results of a quantitative study of player behaviour in a visual-novel game The Great Fire. Before making a decision, players are presented with statistics showing what other players chose. We manipulated these figures to display different choices as popular, under timed and untimed conditions. We present preliminary work-in-progress results that suggest that players are indeed influenced to follow the crowd when facing an ambiguous moral decision, but can also show unexpected behaviour when faced with the non-moral choice of calling a coin flip.
当我们在日常生活中做出道德决定时,我们的选择往往会受到周围人行为的影响。在心理学中,这种现象被称为社会认同。当我们不确定要做什么的时候,我们很可能会随大流,尤其是当我们认同他们的时候。在这项研究中,我们研究了这种行为如何扩展到电子游戏中,以及它如何受到其他设计因素(如限时决策)的影响。我们展示了视觉小说游戏《the Great Fire》中玩家行为的定量研究结果。在做出决定之前,玩家会看到其他玩家的选择。我们对这些数据进行了处理,以显示在定时和非定时条件下受欢迎的不同选择。我们提出的初步研究结果表明,当玩家面临模棱两可的道德决定时,他们确实会受到随大流的影响,但当他们面临掷硬币这种非道德选择时,他们也会表现出意想不到的行为。