Mirrored morality: An exploration of moral choice in video games

Andrew J. Weaver, Nicky Lewis

Research output: Contribution to journalArticle

44 Citations (Scopus)

Abstract

This exploratory study was designed to examine how players make moral choices in video games and what effects these choices have on emotional responses to the games. Participants (n=75) filled out a moral foundations questionnaire (MFQ) and then played through the first full act of the video game Fallout 3. Game play was recorded and content analyzed for the moral decisions made. Players also reported their enjoyment of and emotional reactions to the game and reflected on the decisions they made. The majority of players made moral decisions and behaved toward the nonplayer game characters they encountered as if these were actual interpersonal interactions. Individual differences in decision making were predicted by the MFQ. Behaving in antisocial ways did increase guilt, but had no impact on enjoyment.

Original languageEnglish (US)
Pages (from-to)610-614
Number of pages5
JournalCyberpsychology, Behavior, and Social Networking
Volume15
Issue number11
DOIs
StatePublished - Nov 1 2012
Externally publishedYes

Fingerprint

Video Games
computer game
morality
Fallout
Guilt
Individuality
Decision Making
questionnaire
Decision making
guilt
decision making
interaction
Surveys and Questionnaires

ASJC Scopus subject areas

  • Human-Computer Interaction
  • Applied Psychology
  • Communication
  • Computer Science Applications
  • Social Psychology
  • Medicine(all)

Cite this

Mirrored morality : An exploration of moral choice in video games. / Weaver, Andrew J.; Lewis, Nicky.

In: Cyberpsychology, Behavior, and Social Networking, Vol. 15, No. 11, 01.11.2012, p. 610-614.

Research output: Contribution to journalArticle

Weaver, Andrew J. ; Lewis, Nicky. / Mirrored morality : An exploration of moral choice in video games. In: Cyberpsychology, Behavior, and Social Networking. 2012 ; Vol. 15, No. 11. pp. 610-614.
@article{4cc39445000e4a819244b36da3944eaa,
title = "Mirrored morality: An exploration of moral choice in video games",
abstract = "This exploratory study was designed to examine how players make moral choices in video games and what effects these choices have on emotional responses to the games. Participants (n=75) filled out a moral foundations questionnaire (MFQ) and then played through the first full act of the video game Fallout 3. Game play was recorded and content analyzed for the moral decisions made. Players also reported their enjoyment of and emotional reactions to the game and reflected on the decisions they made. The majority of players made moral decisions and behaved toward the nonplayer game characters they encountered as if these were actual interpersonal interactions. Individual differences in decision making were predicted by the MFQ. Behaving in antisocial ways did increase guilt, but had no impact on enjoyment.",
author = "Weaver, {Andrew J.} and Nicky Lewis",
year = "2012",
month = "11",
day = "1",
doi = "10.1089/cyber.2012.0235",
language = "English (US)",
volume = "15",
pages = "610--614",
journal = "Cyberpsychology, Behavior, and Social Networking",
issn = "2152-2715",
publisher = "Mary Ann Liebert Inc.",
number = "11",

}

TY - JOUR

T1 - Mirrored morality

T2 - An exploration of moral choice in video games

AU - Weaver, Andrew J.

AU - Lewis, Nicky

PY - 2012/11/1

Y1 - 2012/11/1

N2 - This exploratory study was designed to examine how players make moral choices in video games and what effects these choices have on emotional responses to the games. Participants (n=75) filled out a moral foundations questionnaire (MFQ) and then played through the first full act of the video game Fallout 3. Game play was recorded and content analyzed for the moral decisions made. Players also reported their enjoyment of and emotional reactions to the game and reflected on the decisions they made. The majority of players made moral decisions and behaved toward the nonplayer game characters they encountered as if these were actual interpersonal interactions. Individual differences in decision making were predicted by the MFQ. Behaving in antisocial ways did increase guilt, but had no impact on enjoyment.

AB - This exploratory study was designed to examine how players make moral choices in video games and what effects these choices have on emotional responses to the games. Participants (n=75) filled out a moral foundations questionnaire (MFQ) and then played through the first full act of the video game Fallout 3. Game play was recorded and content analyzed for the moral decisions made. Players also reported their enjoyment of and emotional reactions to the game and reflected on the decisions they made. The majority of players made moral decisions and behaved toward the nonplayer game characters they encountered as if these were actual interpersonal interactions. Individual differences in decision making were predicted by the MFQ. Behaving in antisocial ways did increase guilt, but had no impact on enjoyment.

UR - http://www.scopus.com/inward/record.url?scp=84869026994&partnerID=8YFLogxK

UR - http://www.scopus.com/inward/citedby.url?scp=84869026994&partnerID=8YFLogxK

U2 - 10.1089/cyber.2012.0235

DO - 10.1089/cyber.2012.0235

M3 - Article

C2 - 23017118

AN - SCOPUS:84869026994

VL - 15

SP - 610

EP - 614

JO - Cyberpsychology, Behavior, and Social Networking

JF - Cyberpsychology, Behavior, and Social Networking

SN - 2152-2715

IS - 11

ER -