2012
DOI: 10.1016/j.jesp.2012.07.001
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Macbeth and the Joystick: Evidence for moral cleansing after playing a violent video game

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Cited by 72 publications
(58 citation statements)
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“…Movies are known for the exceptional emotional effects they have on their recipients (e.g., Gross & Levenson, 1995). Due to the fact that the video clip also transports a moral conflict and that video games are capable of inducing moral responses in the players (e.g., Gollwitzer & Melzer, 2012;Hartmann et al, 2010), the effect of inducing empathy for the virtual opponent was tested in Study 2. Empathy was expected to be higher in participants who had watched the empathy clip than for those who had watched the neutral clip.…”
Section: Study 2: Perpetrator Vs Victim In An Antisocial Game With Imentioning
confidence: 99%
“…Movies are known for the exceptional emotional effects they have on their recipients (e.g., Gross & Levenson, 1995). Due to the fact that the video clip also transports a moral conflict and that video games are capable of inducing moral responses in the players (e.g., Gollwitzer & Melzer, 2012;Hartmann et al, 2010), the effect of inducing empathy for the virtual opponent was tested in Study 2. Empathy was expected to be higher in participants who had watched the empathy clip than for those who had watched the neutral clip.…”
Section: Study 2: Perpetrator Vs Victim In An Antisocial Game With Imentioning
confidence: 99%
“…specifically, the justification given for violent acts (Hartmann, Toz, & Brandon, 2010;Hartmann & Vorderer, 2010;Lin, 2010), the dehumanization of opponents (Gollwitzer & Melzer, 2012;Lin, 2011), and portrayal of consequences of violent actions (Hartmann & Vorderer, 2010), influence how users respond affectively to virtual violence. For example, Hartmann and Vorderer (2010) found that users felt less guilty when shooting virtual characters for a justified reason, as compared to an unjustified reason.…”
mentioning
confidence: 99%
“…As a matter of fact, studies have shown that empathy (a construct related to both prosocial behavior and agreeableness) could be an important mediator on this phenomenon (Greitemeyer, 2013;Prot et al, 2013). Furthermore, the fact that higher scores on this trait were related to prosocial behavior only in the violent conditions tends to support the relation between actions in-game and threats to self-concept (Gollwitzer & Melzer, 2012;Jin, 2011): when the behavior in-game tends to harm another character, participants with a more agreeableness tendency tend to "compensate" in subsequent actions.…”
Section: Discussionmentioning
confidence: 91%
“…In this sense, prosocial behavior could be elicited as a reaction to the violent behavior manifested in the game as an attempt to balance individual's self-concept (Gollwitzer & Melzer, 2012;Jin, 2011) and to compensate for the eventual negative state elicited by those violent behaviors in-game. Also, the differences found regarding participant evaluation of game frustration and diffi culty could also negatively infl uence how participants perceive themselves; the prosocial behavior could be a reactive attempt to restore a positive perspective.…”
Section: Discussionmentioning
confidence: 99%