{"title":"Moral Balancing in Video Games: The Moderating Role of Issue Congruency","authors":"Yu-Hao Lee, Mo Chen, Joyce Guo, Qing Xu","doi":"10.1177/00936502231195106","DOIUrl":null,"url":null,"abstract":"Research has shown that performing moral or immoral actions in video games can affect the players’ moral self-worth and evoke moral emotions. People may compensate for their immoral behaviors by performing more moral actions, but sometimes performing moral actions can also license them to perform immoral behaviors later. The current study examines whether players engage in moral licensing or moral cleansing behaviors within and after video game moral scenarios. Study 1 is an exploratory study that examined a sequence of moral dilemmas in the game Papers, Please, and found that players alternated between choosing the moral choices and the accurate choices, indicating signs of moral balancing when faced with moral choices that conflict with their in-game goals. Study 2 utilized a 3 (moral vs. immoral vs. control) × 2 (congruent charity vs. incongruent charity) experiment using a moral event in the game Life is Strange to examine the moderating effects of issue congruency on moral balancing. Study 3 used three different games to replicate Study 2. The findings showed that players who performed moral actions in the game also devoted more efforts to a charity on a congruent issue. However, participants who performed a moral behavior in the game committed significantly less effort to a charity on an incongruent issue, indicating a moral licensing effect. Study 2 found that performing immoral actions in a game can motivate players to devote more efforts to a subsequent charity, regardless of issue congruity, but this moral cleansing effect was not observed in Study 3.","PeriodicalId":48323,"journal":{"name":"Communication Research","volume":" ","pages":""},"PeriodicalIF":4.9000,"publicationDate":"2023-08-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Communication Research","FirstCategoryId":"98","ListUrlMain":"https://doi.org/10.1177/00936502231195106","RegionNum":1,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMMUNICATION","Score":null,"Total":0}
引用次数: 0
Abstract
Research has shown that performing moral or immoral actions in video games can affect the players’ moral self-worth and evoke moral emotions. People may compensate for their immoral behaviors by performing more moral actions, but sometimes performing moral actions can also license them to perform immoral behaviors later. The current study examines whether players engage in moral licensing or moral cleansing behaviors within and after video game moral scenarios. Study 1 is an exploratory study that examined a sequence of moral dilemmas in the game Papers, Please, and found that players alternated between choosing the moral choices and the accurate choices, indicating signs of moral balancing when faced with moral choices that conflict with their in-game goals. Study 2 utilized a 3 (moral vs. immoral vs. control) × 2 (congruent charity vs. incongruent charity) experiment using a moral event in the game Life is Strange to examine the moderating effects of issue congruency on moral balancing. Study 3 used three different games to replicate Study 2. The findings showed that players who performed moral actions in the game also devoted more efforts to a charity on a congruent issue. However, participants who performed a moral behavior in the game committed significantly less effort to a charity on an incongruent issue, indicating a moral licensing effect. Study 2 found that performing immoral actions in a game can motivate players to devote more efforts to a subsequent charity, regardless of issue congruity, but this moral cleansing effect was not observed in Study 3.
期刊介绍:
Empirical research in communication began in the 20th century, and there are more researchers pursuing answers to communication questions today than at any other time. The editorial goal of Communication Research is to offer a special opportunity for reflection and change in the new millennium. To qualify for publication, research should, first, be explicitly tied to some form of communication; second, be theoretically driven with results that inform theory; third, use the most rigorous empirical methods; and fourth, be directly linked to the most important problems and issues facing humankind. Critieria do not privilege any particular context; indeed, we believe that the key problems facing humankind occur in close relationships, groups, organiations, and cultures.