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Reducing Outgroup Bias through Intergroup Contact with Non-Playable Video Game Characters in VR

机译:通过与VR中的不可播放的视频游戏字符进行交流联系来减少OffGroup偏见

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摘要

Video games are one of the most popular media forms in today's society, but are often criticized for various reasons. For instance, mainstream video games do not incorporate enough racially diverse game characters or are often connected to adolescents' levels of aggression and have thus been the focus of many debates. While the negative consequences of video games have been analyzed by many academic studies, research on the prosocial effects of video games is scarce. To address this research gap and support the ongoing call for more diverse video game characters, this study used a 3 × 1 between-subjects design (N = 86) to test the impact of racially diverse non-playable characters (NPCs). The parasocial contact hypothesis was used as the theoretical foundation, incorporating virtual reality technology as an intensifier of effects. The results showed that helping a Black NPC did not reduce implicit bias, but reduced explicit bias towards Black people. This improvement was stronger when the video game was played using virtual reality technology than when using a traditional two-dimensional gaming device.
机译:视频游戏是当今社会中最受欢迎的媒体形式之一,但经常因各种原因批评。例如,主流视频游戏不包含足够的种族多样化的游戏角色,或者通常与青少年的侵略水平相连,因此是许多辩论的重点。虽然许多学术研究已经分析了视频游戏的负面后果,但对视频游戏的女性效果的研究已经稀缺。为了解决这一研究缺口并支持正在进行的视频游戏角色,这项研究使用了3×1之间的主题设计(n = 86)来测试种族多样化的不可玩字符(NPC)的影响。逐议症接触假设被用作理论基础,将虚拟现实技术纳入效果的增强率。结果表明,帮助黑色NPC没有减少隐性偏差,而是对黑人的明确偏向减少。使用虚拟现实技术播放的视频游戏比使用传统的二维游戏设备时,这种改进更强。

著录项

  • 来源
    《Presence》 |2018年第3期|257-273|共17页
  • 作者

    Priska Breves;

  • 作者单位

    Department of Media and Business Communication University of Wuerzburg Oswald-Kuelpe-Weg 82 97074 Wuerzburg Germany;

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  • 原文格式 PDF
  • 正文语种 eng
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