Virtual contact hypothesis: Preliminary evidence for intergroup contact hypothesis in interactions with characters in video games

IF 2.4 3区 心理学 Q1 COMMUNICATION Cyberpsychology-Journal of Psychosocial Research on Cyberspace Pub Date : 2021-11-18 DOI:10.5817/cp2021-4-6
Agnieszka Mulak, Mikołaj Winiewski
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Abstract

This paper examines intergroup contact hypothesis in interactions in video games to conceptualize how intergroup contact with characters in games may relate to attitudes toward minorities. Intergroup contact hypothesis states that intergroup contact leads to more positive attitudes and stereotype reduction. It also specifies situational factors that promote or hinder such an outcome. In an online survey a sample of 1627 gamers stated games they played the most and filled out a questionnaire measuring their attitudes toward minorities. Independent judges assessed games that were played by most participants (N = 44 games). A multilevel regression analysis revealed that average quality of contact with minorities in a game (measured at game-level, as a characteristic of a game) was associated with higher acceptance of minorities of the players (measured at individual level). Diversity of the game world generated by fictional races had no significant connection to attitudes. Game-level predictors largely increased fit to the data showing that game worlds were significant for the acceptance of minorities. The results supply preliminary evidence for the validity of the intergroup contact hypothesis for the interactions with characters in video games.
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虚拟接触假说:电子游戏角色互动中群体间接触假说的初步证据
本文考察了电子游戏互动中的群体间接触假说,以概念化游戏中角色的群体间接触如何与对少数群体的态度相关。群体间接触假说认为群体间接触会导致更积极的态度和刻板印象的减少。它还规定了促进或阻碍这种结果的情境因素。在一项在线调查中,1627名玩家陈述了他们最常玩的游戏,并填写了一份调查问卷来衡量他们对少数民族的态度。独立评委评估了大多数参与者玩的游戏(N = 44个游戏)。多层次回归分析显示,在游戏中与少数群体接触的平均质量(游戏邦注:在游戏层面衡量,作为游戏特征)与玩家对少数群体的更高接受度(在个人层面衡量)相关。由虚构种族产生的游戏世界的多样性与态度没有显著的联系。游戏层面的预测因子在很大程度上增加了与数据的契合度,表明游戏世界对少数群体的接受程度很重要。研究结果为群体间接触假说在电子游戏角色互动中的有效性提供了初步证据。
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来源期刊
CiteScore
3.60
自引率
6.90%
发文量
39
审稿时长
50 weeks
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