互动体验和认同作为电子游戏责任归因的预测因子

IF 1.7 4区 心理学 Q2 COMMUNICATION Journal of Media Psychology-Theories Methods and Applications Pub Date : 2018-01-01 DOI:10.1027/1864-1105/a000168
Nathan Walter, Y. Tsfati
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引用次数: 4

摘要

本研究探讨了互动性对暴力电子游戏中角色行为责任归属的影响。通过一项实验,我们验证了对《侠盗猎车手4》主角的认同会调节互动性对主角反社会行为责任归因的影响这一假设。使用基本归因错误的框架,我们证明了那些真正玩游戏的人,而不是那些只是看别人玩游戏的人,会认同主角。根据理论预期,那些玩游戏并逐渐认同主角的人将他的行为归咎于“生活在暴力社会”等外部因素。相比之下,那些没有与游戏互动的人将角色的行为归咎于他的个性特征。这些发现可以被视为与心理学研究的对比,心理学研究表明,受访者应该与暴力主角保持距离,而不是认同他,以及Iyengar(1991)的期望,即更个性化的情景框架将与将责任归咎于主角有关。
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Interactive Experience and Identification as Predictors of Attributing Responsibility in Video Games
This study examines the effect of interactivity on the attribution of responsibility for the character’s actions in a violent video game. Through an experiment, we tested the hypothesis that identification with the main character in Grand Theft Auto IV mediates the effect of interactivity on attributions of responsibility for the main character’s antisocial behavior. Using the framework of the fundamental attribution error, we demonstrated that those who actually played the game, as opposed to those who simply watched someone else playing it, identified with the main character. In accordance with the theoretical expectation, those who played the game and came to identify with the main character attributed the responsibility for his actions to external factors such as “living in a violent society.” By contrast, those who did not interact with the game attributed responsibility for the character’s actions to his personality traits. These findings could be viewed as contrasting with psychological research suggesting that respondents should have distanced themselves from the violent protagonist rather than identifying with him, and with Iyengar’s (1991) expectation that more personalized episodic framing would be associated with attributing responsibility to the protagonist.
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来源期刊
CiteScore
3.20
自引率
11.80%
发文量
42
期刊介绍: Journal of Media Psychology (JMP) is committed to publishing original, high-quality papers which cover the broad range of media psychological research. This peer-reviewed journal focuses on how human beings select, use, and experience various media as well as how media (use) can affect their cognitions, emotions, and behaviors. Submissions must substantially advance the current state-of the art on a theoretical and/or an empirical level. To name just a few typical fields and domains of inquiry, the Journal of Media Psychology considers manuscripts dealing with research on entertainment, computer-mediated communication (including social media), human-computer interaction, e-learning, computer and video games, virtual environments, or advertising. The journal is also open to research from neighboring disciplines as far as this work ties in with psychological concepts of the uses and effects of the media. Submissions of comparative work, e.g., crossmedia, cross-gender, or cross-cultural, are encouraged. Moreover, submissions including alternative analysis procedures such as the Bayesian approach are welcome. Starting in 2015, the pre-registration of research plans will also be possible. To ensure short turn-around cycles for manuscript review and fast publication, the Journal of Media Psychology relies heavily upon electronic communication and information exchange, starting from electronic submission and continuing throughout the entire review and production process.
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