Is Virtuality becoming Reality?
In an article I read from The Association of Psychological Science titled; "Virtual Avatars May Impact Real-World Behaviors", psychologists experiment on how virtual avatars have a direct impact of behavior.
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"Our
results indicate that just five minutes of role-play in virtual environments as
either a hero or villain can easily cause people to reward or punish anonymous
strangers,” says lead researcher Gunwoo Yoon of the University of Illinois at
Urbana-Champaign"
In
the research done at the University of Illinois at Urbana Champaign,
researchers found that using a hero or a villain as a virtual avatar
can directly affect your decision making. This is very interesting and I have
noticed this to be true. I noticed that whenever I played Assassin's
Creed, I was acting more foolhardy than I have ever acted. However when I
played in a role that required a very strong sense of justice, I noticed
this reflecting into my real life.
“As Yoon and co-author Patrick Vargas note, virtual
environments afford people the opportunity to take on identities and experience
circumstances that they otherwise can’t in real life, providing “a vehicle for
observation, imitation, and modeling.”
They wondered whether these virtual experiences —
specifically, the experiences of taking on heroic or villainous avatars — might
carry over into everyday behavior.”
Virtual reality
is a way for people to decide how they want to act. Since most games are very
realistic and have direct consequences for acting a certain way they provide a
good method for people to experiment how they want to act. I remember when I
played Infamous, I experienced this dilemma. If you do good acts, your power
takes on a blue hue. If you commit crimes, your power takes on a red orange
color. I want on committing crimes but I after some while I felt morally wrong
by committing them. They game became a place for me to test my own morals.
“The researchers
recruited 194 undergraduates to participate in two supposedly unrelated
studies. The participants were randomly assigned to play as Superman (a heroic
avatar), Voldemort (a villainous avatar), or a circle (a neutral avatar). They
played a game for 5 minutes in which they, as their avatars, were tasked with
fighting enemies. Then, in a presumably unrelated study, they participated in a
blind taste test. They were asked to taste and then give either chocolate or
chili sauce to a future participant. They were told to pour the chosen food
item into a plastic dish and that the future participant would consume all of
the food provided.”
I really enjoy
the choices they used. They picked Superman for the good avatar, who has been
known to have a absurdly strong devotion to good, almost to the point of
stupidity. For the evil avatar they picked nothing else than the the Evil Lord
Who Shall Not be Named Voldemort. These choices both are very opposite sides of
the spectrum.
“The results were revealing: Participants who played as
Superman poured, on average, nearly twice as much chocolate as chili sauce for
the “future participant.” And they poured significantly more chocolate than
those who played as either of the other avatars.
Participants who played as Voldemort, on the other
hand, poured out nearly twice as much of the spicy chili sauce than they did
chocolate, and they poured significantly more chili sauce compared to the other
participants.
A second experiment with 125 undergraduates confirmed
these findings and showed that actually playing as an avatar yielded stronger
effects on subsequent behavior than just watching someone else play as the
avatar.”
The method they
used to test the subjects was very interesting. They noticed that the people
who used Superman poured twice as much chocolate than the other groups. Also
the people who used Voldemort poured twice as much chili sauce as the other
groups. Evidently there is a direct correlation between the avatars people
received and how much chocolate or chili sauce they used. In the other
experiment they concluded that playing the actual avatar gives a stronger
affect than watching someone play it. This has very deep implications for
gaming and psychology. Games has been proven to cause a direct affect on human
psychology. Video game buyers and producers should realize that the virtual realities
they create will cause power imitative tendencies in people.
DISCUSSION
QUESTION: Can games promote violence and other unwanted side effects?

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