Do–Say Correspondence in Adults: Audience Control in a Virtual Game

Cristiane Alves, Josiane Maria Donadeli, Julio C. de Rose
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Abstract

This exploratory and descriptive study used a digital game to investigate the effects of audiences on the accuracy of self-reports of 10 undergraduate students. The participants assumed the role of a prince who, being accused of murdering the king, had to navigate a labyrinthine castle to find proof of his innocence. To wander through the castle players needed to collect objects that maintained the prince’s energy, keeping him alive. Some objects provided a small amount of energy and others provided 20 times more energy but their collection was prohibited by the kingdom’s laws. At specific moments the player was questioned by different characters (audiences) about whether they had transgressed the law. There were four audiences (mother, brother, soldier, and computer) that varied in how they indicated the probability of either punishment or support. All participants completed the game and eight transgressed, collecting forbidden objects. A larger number of distorted reports, denying transgressions, were made to the audiences who signaled a higher probability of punishment, but a significant proportion of distorted reports were made even to the audiences who presented themselves as supportive and nonpunitive. Because no actual punishment for transgressions occurred in the game, reporting behavior was likely influenced by participants’ histories with audiences functionally similar to those simulated in the game.

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成人的 "做-说 "对应关系:虚拟游戏中的观众控制
这项探索性和描述性研究利用一款数字游戏来调查受众对 10 名本科生自我报告准确性的影响。参与者扮演一位王子,他被指控谋杀了国王,必须在迷宫般的城堡中寻找证明自己清白的证据。要在城堡中穿行,玩家需要收集能维持王子能量的物品,使他保持活力。有些物品能提供少量能量,有些则能提供 20 倍的能量,但王国法律禁止收集这些物品。在特定的时刻,不同的角色(观众)会询问玩家是否触犯了法律。受众有四个(母亲、兄弟、士兵和电脑),他们表示惩罚或支持的概率各不相同。所有参与者都完成了游戏,其中八人越轨,收集了违禁物品。对表示惩罚可能性较高的受试者进行的否认越轨行为的歪曲报告数量较多,但即使是对表示支持和非惩罚性的受试者进行的歪曲报告也占了相当大的比例。由于游戏中没有出现对越轨行为的实际惩罚,参与者的报告行为很可能受到与游戏中模拟的受众功能相似的受众历史的影响。
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