2013
DOI: 10.1177/1461444813487957
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Morality and involvement in social virtual worlds: The intensity of moral emotions in response to virtual versus real life cheating

Abstract: Our focus lies on moral emotions in the social virtual world Second Life (SL). Based on media equation theory we could expect that moral emotions regulate social virtual interactions in a similar way as they do in real life (RL). However, emotions are also linked with involvement, and SL residents presumably are more involved in SL compared to non-residents. Via two quasi-experiments, we tested to what extent moral emotions felt when being cheated on by a love partner are comparable in intensity when this happ… Show more

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Cited by 8 publications
(3 citation statements)
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References 26 publications
(34 reference statements)
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“…Hybridization means that virtual and actual forms of social, moral, and cultural life mutually influence each other. Although virtual activities and interactions do not physically occur in the actual world, they are interacting with it (Gabriels, Poels and Braeckman, 2014). Hybridization affects the way people make sense of their virtual identities: they do not start their in-world lives from a 'blank slate', as they are always rooted in autobiographical, social, moral, and cultural contexts.…”
Section: Acknowledging Hybridization: the Interplay Of The Virtual Anmentioning
confidence: 99%
“…Hybridization means that virtual and actual forms of social, moral, and cultural life mutually influence each other. Although virtual activities and interactions do not physically occur in the actual world, they are interacting with it (Gabriels, Poels and Braeckman, 2014). Hybridization affects the way people make sense of their virtual identities: they do not start their in-world lives from a 'blank slate', as they are always rooted in autobiographical, social, moral, and cultural contexts.…”
Section: Acknowledging Hybridization: the Interplay Of The Virtual Anmentioning
confidence: 99%
“…Players feel psychologically connected to their avatar and react with guilt and shame when their player character behaves immorally (Grizzard et al 2014;Hartmann, Toz, and Brandon 2010;Mahood and Hanus 2017). Players also express distress when their character is the victim of morally reprehensible acts (Gabriels, Poels, and Braeckman 2014;Wolfendale 2007). In an iconic case from 1992, a woman reported symptoms of posttraumatic stress after her online avatar had been sexually assaulted at LambdaMOO, a text-based online virtual reality system to which multiple players are connected simultaneously (Dibbell 1993).…”
Section: Embodiment and Decision-makingmentioning
confidence: 99%
“…Even though the digital sphere lacks a significant part of communication content, the mediated communication causes emotions as powerful as non-mediated communication does, as proven by the Media Equation theory (Gabriels et al, 2014). Emotional events connect the participants with the audience, creating a "synchronized and hyper-realist collective hallucination" (Garde-Hansen, Gorton, 2013:2).…”
Section: Populist Communication and Emotionsmentioning
confidence: 99%