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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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To be, or not to be (moral)
Nicholas David Bowman, Ph.D.
Sven Jöckel, Dr. phil.Leyla Dogruel
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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.
“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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How do these make you feel?
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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
Moral Foundations Theory
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AuthorityLoyaltyPurity
Harm/CareFairness
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
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?
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% )♀
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%
Impact of Morality on Decisions
The linear relationship (H1) The binary relationship (H2)
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OR
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
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%)
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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