This study examines whether adolescent videogame players maintain the same values and ethical priorities in game spaces compared to their home lives. We presented a group of adolescent World of Warcraft players, a MMO game in which the participants play together to accomplish shared goals, with ethics-based scenarios to determine whether there is a difference in their values in game play compared to out-of-game. Our results indicate that adolescent players are more willing to abdicate control to authority in the context of the game, whereas they are more assertive about their personal rights in a home-based context.
Social and Ethical Reasoning Across In- and Out-of-Game Contexts
PDF Articles
/sites/default/files/articles/Proceedings%20Articles/107.Playing%20Nice-%20Social%20and%20Ethical%20Reasoning%20Across%20In-%20and%20Out-of-Game%20Contexts.pdf
- 1 view
Download Count
118
Update DOI
Off
DOI / Citations
https://doi.org/10.1184/R1/6686786.v1