Authors
Matthew Grizzard, Ron Tamborini, Robert J Lewis, Lu Wang, Sujay Prabhu
Publication date
2014/8/1
Journal
Cyberpsychology, Behavior, and Social Networking
Volume
17
Issue
8
Pages
499-504
Publisher
Mary Ann Liebert, Inc.
Description
Several researchers have demonstrated that the virtual behaviors committed in a video game can elicit feelings of guilt. Researchers have proposed that such guilt could have prosocial consequences. However, this proposition has not been supported with empirical evidence. The current study examined this issue in a 2×2 (video game play vs. real world recollection×guilt vs. control) experiment. Participants were first randomly assigned to either play a video game or complete a memory recall task. Next, participants were randomly assigned to either a guilt-inducing condition (game play as a terrorist/recall of acts that induce guilt) or a control condition (game play as a UN soldier/recall of acts that do not induce guilt). Results of the study indicate several important findings. First, the current results replicate previous research indicating that immoral virtual behaviors are capable of eliciting guilt. Second, and more …
Total citations
2014201520162017201820192020202120222023202411622192023211916146
Scholar articles
M Grizzard, R Tamborini, RJ Lewis, L Wang, S Prabhu - Cyberpsychology, Behavior, and Social Networking, 2014