Abstract

Research has consistently found that committing immoral actions in video games is capable of eliciting feelings of guilt in players. This study aimed to investigate the mediating role of theoretically-relevant psychological mechanisms: Perceived morality of the player-controlled character and self-attribution of virtual behavior. Based in psychological and communication theory, we derived a model that links these variables to character portrayal and guilt. A between-subjects experiment manipulated the portrayal of the player-controlled character (immoral vs. moral) and measured the mediating variables and self-reported guilt. The hypothesized model was tested using a path model. Data were generally consistent with hypotheses. Controlling an immoral character reduced perceived character morality. Perceived character morality positively predicted self-attribution of character behavior and negatively predicted guilt. Self-attribution positively predicted guilt but self-attribution and perceived character morality did not interact. Our findings suggest novel directions for continued research into how game features elicit emotional responses in players.

Highlights

  • Engaging in immoral actions in virtual settings, such as video games can lead players to feel guilt (Hartmann and Vorderer, 2010; Hartmann et al, 2010; Lin, 2011; Weaver and Lewis, 2012; Grizzard et al, 2014, 2017; Mahood and Hanus, 2017)

  • Perceived character morality had a negative effect on guilt

  • We found that players accurately perceive the morality of their player character and that these perceptions have direct impacts on guilt and the attribution of the character’s behavior to the self

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Summary

Introduction

Engaging in immoral actions in virtual settings, such as video games can lead players to feel guilt (Hartmann and Vorderer, 2010; Hartmann et al, 2010; Lin, 2011; Weaver and Lewis, 2012; Grizzard et al, 2014, 2017; Mahood and Hanus, 2017). External attributions (e.g., “I did this because I was forced to”) would be expected to reduce feelings of responsibility and guilt (see O’Donnell, 2005; Klimmt et al, 2006; Tangney et al, 2007; de Hooge, 2008; Hartmann and Vorderer, 2010; Hartmann et al, 2010; Weiner, 2018). Games and their rulebased systems provide players with an external factor other than the self to which they might

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