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Rated "M" for Moral: How Violent Games Influence Guilt and the Subsequent Effects on Morality, Psychological Needs, and Prosocial Behavior.
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Rated "M" for Moral: How Violent Games Influence Guilt and the Subsequent Effects on Morality, Psychological Needs, and Prosocial Behavior.
자료유형  
 학위논문
Control Number  
0017164665
International Standard Book Number  
9798342747127
Dewey Decimal Classification Number  
384
Main Entry-Personal Name  
Olah, Matthew.
Publication, Distribution, etc. (Imprint  
[S.l.] : Michigan State University., 2024
Publication, Distribution, etc. (Imprint  
Ann Arbor : ProQuest Dissertations & Theses, 2024
Physical Description  
101 p.
General Note  
Source: Dissertations Abstracts International, Volume: 86-05, Section: B.
General Note  
Advisor: Tamborini, Ron.
Dissertation Note  
Thesis (Ph.D.)--Michigan State University, 2024.
Summary, Etc.  
요약Research investigating violent video games tends to focus on negative outcomes such as antisocial behavior and oftentimes ignores questions regarding whether these same violent video games contribute to prosocial behavior. Building on research by Olah (2023), the current study tests a model predicting conditions under which violent video game play can increase prosocial behavior. The model suggests that (1) playing a violent video game increases players' feelings of guilt, (2) an increase in guilt leads to an increase in approval of deontological moral thinking, and (3) this increased deontological moral thinking leads to an increase in prosocial behavior. Additionally, the model investigates the indirect relationship suggesting that basic psychological need satisfaction can mediate the influence of violent video game play on prosocial behavior. Finally, prior research tends to investigate the influence of violent video game play on moral judgments that are made within a video game, with little attention to game-play's influence on judgments made outside of a video game. The model tested in the current study attempts to address this oversight by measuring moral judgment made after game play with the moralization of everyday life scale. Participants were randomly assigned to one of two video game conditions, where they played versions of Minecraft that varied only whether the tasks performed by the player to advance through the game were violent or nonviolent acts. In one game version, participants could only kill villagers and livestock. In the other version, participants could only feed villagers and livestock. After playing, participants completed survey items measuring (1) guilt, (2) deontological moral thinking, (3) moral judgment, (4) basic psychological need satisfaction, (5) prosocial behavior, (6) moral self-image, and (7) perceptions of violence, justification, realism, graphicness, and enjoyment. Analyses indicated the violent condition predicted both increases in guilt and basic psychological need satisfaction. Additionally, higher guilt scores predicted higher prosocial behavior. Implications of the model regarding the influence of playing violent video games on judgments outside of game play are discussed.
Subject Added Entry-Topical Term  
Communication.
Subject Added Entry-Topical Term  
Behavioral psychology.
Subject Added Entry-Topical Term  
Criminology.
Index Term-Uncontrolled  
Deontology
Index Term-Uncontrolled  
Guilt
Index Term-Uncontrolled  
Morality
Index Term-Uncontrolled  
Video games
Index Term-Uncontrolled  
Violence
Added Entry-Corporate Name  
Michigan State University Communication - Doctor of Philosophy
Host Item Entry  
Dissertations Abstracts International. 86-05B.
Electronic Location and Access  
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Control Number  
joongbu:656653
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최근 3년간 통계입니다.

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TQ0032775 T   원문자료 열람가능/출력가능 열람가능/출력가능
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