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To be, or not to be (moral) Nicholas David Bowman, Ph.D. Sven Jöckel, Dr. phil. Leyla Dogruel ? ? Joeckel, S., Dogruel, L, & Bowman, N. D. (2011, November). Adolescents, Morality and Interactive Entertainment: The influence of moral salience on actions and entertainment experience in interactive media. Top five papers in Mass Communication, National Communication Association, New Orleans.

Adolescents, Morality and Interactive Entertainment: The influence of moral salience on actions and entertainment experience in interactive media

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The current study examines the culpability of adolescents’ innate moral in influencing decisions in and subsequent enjoyment of an interactive media environment. Morality was assessed using Moral Foundations Theory (cf. Haidt & Joseph, 2007), which to this point had not been applied to either adolescents or interactive media. In an experimental design, participants from two countries, the US (N =91) and Germany (N = 94), used a computer simulation where they were confronted with the decision to violate or uphold various aspects of morality. Data suggest that in German adolescents, moral salience leads to a decrease in decisions to commit moral violations, while in US adolescents, decisions to commit moral violations appeared to be random. Enjoyment was not influenced by moral module salience in either group groups.

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Page 1: Adolescents, Morality and Interactive Entertainment: The influence of moral salience on actions and entertainment experience in interactive media

To be, or not to be (moral)

Nicholas David Bowman, Ph.D.

Sven Jöckel, Dr. phil.Leyla Dogruel

??

Joeckel, S., Dogruel, L, & Bowman, N. D. (2011, November). Adolescents, Morality and Interactive Entertainment: The influence of moral salience on actions and entertainment experience in interactive media. Top five papers in Mass Communication, National Communication Association, New Orleans.

Page 2: Adolescents, Morality and Interactive Entertainment: The influence of moral salience on actions and entertainment experience in interactive media

“Gut or Game”

• Series of studies in German and the US examining how morals guide (interactive) behaviors

• Four data collections age (2) x culture (2) • Pattern of data suggest that morals do guide

in-game decisions (“gut”) but only when cued; otherwise, behaviors are random (“game”)

• Focus on adolescents (12- and 13-year-olds)

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Page 3: Adolescents, Morality and Interactive Entertainment: The influence of moral salience on actions and entertainment experience in interactive media

How do these make you feel?

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Page 4: Adolescents, Morality and Interactive Entertainment: The influence of moral salience on actions and entertainment experience in interactive media

Moral Foundations Theory

• Model of intuitive morality• Argues for a “first draft” of morality, edited by

experience• Experiences differ between cultures*

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AuthorityLoyaltyPurity

Harm/CareFairness

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Moral Foundations Theory

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AuthorityLoyaltyPurity

Harm/CareFairness

Page 6: Adolescents, Morality and Interactive Entertainment: The influence of moral salience on actions and entertainment experience in interactive media

Tabular rasa approach

“quandary ethics” Focus on actions

and scenarios Cognitive (moral)

reasoning Morality

constantly monitored

Intuitive vs. Rational Morality

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Intuitive Morality Innate moral

foundations “evolutionary

ethics” Focus on culture

and character Moral

dumbfounding Morality

considered on encounter

Rational Morality

Page 7: Adolescents, Morality and Interactive Entertainment: The influence of moral salience on actions and entertainment experience in interactive media

Morality and Technology

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As we become increasingly mediated, we wonder how folks respond to said mediation.

How might moral salience guide decisions in mediated environments?

Increased salience should decrease likelihood of committing a violation, but what about

decreased salience? And how does this influence enjoyment of a

mediated environment (i.e. video game)?

How does this process influence enjoyment?

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Three Studies

• Digital Natives and Decision-Making• Digital Immigrants and Decision-Making• Morality, Nationality, and Media Preference

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Four samples

•US •Children (n = 91, M = 12.84, 46% )♀•Elderly (n = 62, M = 68.02, 79% )♀

•Germany•Children (n = 94, M = 13.11, 55% )♀•Elderly (n = 54, M = 66.54, 57% )♀

Page 9: Adolescents, Morality and Interactive Entertainment: The influence of moral salience on actions and entertainment experience in interactive media

Neverwinter Nights, modified

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Digital Natives

• Digital Natives = born into technology • Adjusted to social mores of Internet, gaming• Morality is “under (social) construction”

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Germany US

Salience % Violation Salience % Violation

Harm/ care 4.44 (.98) 30% 4.47 (.99) 64%

Fairness/ reciprocity 4.37 (.95) 12% 4.36 (.91) 24%

Authority/ respect 3.89 (.96) 57% 4.27 (.95) 63%

In-group/ loyalty 3.88 (.85) 38% 4.33 (.94) 48%

Purity/ sanctity 3.61 (.92) 54% 3.97 (.99) 40%

Page 11: Adolescents, Morality and Interactive Entertainment: The influence of moral salience on actions and entertainment experience in interactive media

Impact of Morality on Decisions

The linear relationship (H1) The binary relationship (H2)

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OR

Page 12: Adolescents, Morality and Interactive Entertainment: The influence of moral salience on actions and entertainment experience in interactive media

Logistic (Linear) Regression

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Digital Natives Digital Immigrants

German Adolescents

American Adolescents

American Elderly

GermanElderly

Harm/ Care Ns Ns Ns (exp)B = 3.13 ((*))

Fairness/ Reciprocity

Ns Ns Ns Ns

Authority/ Respect

Ns Ns Ns (exp)B = 0.56((*))

In-group/ Loyalty

Ns Ns Ns Ns

Purity/ Sanctity Ns (exp)B = 1.36((*))

Ns Ns

*** = p <.001; ** = p <.01, * = p <.05 (*) = p <.1, ((*)) = p <. 2 , (ns) = p > .2

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Binary Relationship (H2)

• Expect to see fewest violations in the most important moral module

• Three requirements for support a) Significantly less violations for salient modules

than for not salient modules b) Non-random distributions of violations for

salient modules c) Random distribution of violations in non-salient

modules

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What determines module salience?

• Most salient moral module was determined as one which participants scored highest

• Least salient moral module was determined as one which participants scored lowest

• No set „cut-off“ number; se we looked for significance difference between the two

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Relative module importance

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A) Sig. ∆ High vs. Low

B) Non-random(highest salience)

C) Random (lowest salience)

Digital Natives

German Adolescents

Yes (.002) Yes (21%) Yes (47%)

US Adolescents

No (.118) No (54%) Yes (41%)

Digital Immigrants

German Elderly

Yes (<.001) Yes (24%) No (77%)

US Elderly Yes (<.001) Yes (12%) Yes* (39%)

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Conclusions

• Main findings:– If morality was high, no violation “gut”– If morality was low, violation was random “game”– Support for binary relationship, not linear one

• What does it mean for digital media?– “Game” reaction is default, until “gut” is primed– Moral orientations learned in RL seem to drive

decisions in the virtual world…– …not all children have sophisticated moral codes that

have been developed!

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Conclusions and Future Directions

– What we need to investigate in the future– Effects of moral decisions on enjoyment in

interactive media (didn’t really find in here)– What are the content and experience triggers that

make morality a salient concern? – Presence might serve as a “moral override” (still

investigating…where is Raney?)

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Questions?

• Contact Nick BowmanDepartment of Communication StudiesWest Virginia University 108 Armstrong HallMorgantown, WV [email protected]

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