A recent meta-analysis of Anderson and colleagues (2010) shows that violent behavior in computer games promotes violent behavior in real-life and inhibits prosocial behavior. A couple of studies conducted by Greitemeyer and Osswald (2010) lead to the conclusion that helping behavior in computer games furthers helping behavior in real-life. There exist no studies examining the combined effect of violence and helping in computer games, although this combination is typical for violent video games (Anderson et al., 2010). In violent RPGs, a lot of tasks consist of helping someone by using violence. The present study addresses this issue and bridges the current empirical gap by investigating if violent emergency assistance furthers helping behavior and/or violent behavior in real-life. To accomplish that, the role-playing game “Oblivion” was modified to create four different experimental conditions: (1) violent emergency assistance, (2) killing, (3) helping, and (4) treasure hunting. Comparing these conditions, violent emergency assistance seemingly reduces helping behavior in real-life and at the same time furthers violent behavior. The results are in unison with the moral management model (Hartmann & Vorderer, 2010; Hartmann, in press), which is based on Banduras Theory of Moral Disengagement (Bandura, 2002).
Identifer | oai:union.ndltd.org:uni-osnabrueck.de/oai:repositorium.ub.uni-osnabrueck.de:urn:nbn:de:gbv:700-2013072311013 |
Date | 23 July 2013 |
Creators | Mohseni, M. Rohangis |
Contributors | Prof. Dr. Thomas Staufenbiel, apl. Prof. Dr. Kai-Christoph Hamborg |
Source Sets | Universität Osnabrück |
Language | German |
Detected Language | English |
Type | doc-type:doctoralThesis |
Format | application/zip, application/pdf |
Rights | Namensnennung-NichtKommerziell-KeineBearbeitung 3.0 Unported, http://creativecommons.org/licenses/by-nc-nd/3.0/ |
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