Abstract
As actors in a highly mechanized environment, we are citizens of a world populated not only by fellow humans, but also by virtual characters (avatars). Does immersive video gaming, during which the player takes on the mantle of an avatar, prompt people to adopt the coldness and rigidity associated with robotic behavior and desensitize them to real-life experience? In one study, we correlated participants' reported video-gaming behavior with their emotional rigidity (as indicated by the number of paperclips that they removed from ice-cold water). In a second experiment, we manipulated immersive and nonimmersive gaming behavior and then likewise measured the extent of the participants' emotional rigidity. Both studies yielded reliable impacts, and thus suggest that immersion into a robotic viewpoint desensitizes people to real-life experiences in oneself and others.
Original language | English |
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Pages (from-to) | 562-565 |
Number of pages | 4 |
Journal | Psychonomic Bulletin & Review |
Volume | 21 |
Issue number | 2 |
DOIs | |
Publication status | Published - Apr 2014 |
Keywords / Materials (for Non-textual outputs)
- Pain
- Gaming
- Immersion
- Dehumanization
- Social cognition
- Imagery
- GAME
- DEHUMANIZATION
- AGGRESSION