How Does Interactivity in a Video Game Render People Susceptible? A Mediating Role of Concrete-level Action Identity in Immersive Media

Action identification theory (Vallacher & Wegner, 2012) posits that individuals become open to new meanings of actions when the actions are represented in their minds as concrete details (i.e., understanding actions as concrete identities), rather than abstract meanings (i.e., understanding act...

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Main Authors: Young June Sah, Wei Peng
Format: Article
Language:English
Published: Masaryk University 2019-11-01
Series:Cyberpsychology: Journal of Psychosocial Research on Cyberpspace
Subjects:
Online Access:https://cyberpsychology.eu/article/view/11483
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author Young June Sah
Wei Peng
author_facet Young June Sah
Wei Peng
author_sort Young June Sah
collection DOAJ
description Action identification theory (Vallacher & Wegner, 2012) posits that individuals become open to new meanings of actions when the actions are represented in their minds as concrete details (i.e., understanding actions as concrete identities), rather than abstract meanings (i.e., understanding actions as abstract identities). Based on this, we predicted that video game interactivity renders players susceptible to new ideas of actions performed in a video game, by causing them to conceive the actions as concrete details. In a 2 (medium type: interactive vs. non-interactive) x 2 (meaning of hunting: beneficial vs. harmful) between-subjects experiment (N = 111), participants played or watched a hunting simulation game, then expressed their agreement on a news article reporting either the benefit or harm of hunting. The interactivity group, compared to the non-interactivity group, described their game experience as concrete actions, indicating that they construed actions as concrete identities. Further, these concrete identities led to greater agreement with the news article regardless whether benefit or harm of hunting was reported. These results suggest an indirect effect of interactivity on participants’ susceptibility to a new idea. Implications for using the mental representation approach in media-effect studies were discussed.
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spelling doaj.art-df3f5983853f4ec5a90834e85235480b2024-03-23T13:14:27ZengMasaryk UniversityCyberpsychology: Journal of Psychosocial Research on Cyberpspace1802-79622019-11-0113410.5817/CP2019-4-4How Does Interactivity in a Video Game Render People Susceptible? A Mediating Role of Concrete-level Action Identity in Immersive MediaYoung June Sah0Wei Peng1Kangwon National UniversityMichigan State University Action identification theory (Vallacher & Wegner, 2012) posits that individuals become open to new meanings of actions when the actions are represented in their minds as concrete details (i.e., understanding actions as concrete identities), rather than abstract meanings (i.e., understanding actions as abstract identities). Based on this, we predicted that video game interactivity renders players susceptible to new ideas of actions performed in a video game, by causing them to conceive the actions as concrete details. In a 2 (medium type: interactive vs. non-interactive) x 2 (meaning of hunting: beneficial vs. harmful) between-subjects experiment (N = 111), participants played or watched a hunting simulation game, then expressed their agreement on a news article reporting either the benefit or harm of hunting. The interactivity group, compared to the non-interactivity group, described their game experience as concrete actions, indicating that they construed actions as concrete identities. Further, these concrete identities led to greater agreement with the news article regardless whether benefit or harm of hunting was reported. These results suggest an indirect effect of interactivity on participants’ susceptibility to a new idea. Implications for using the mental representation approach in media-effect studies were discussed. https://cyberpsychology.eu/article/view/11483Interactivitysusceptibilityaction-identitymental representation video game
spellingShingle Young June Sah
Wei Peng
How Does Interactivity in a Video Game Render People Susceptible? A Mediating Role of Concrete-level Action Identity in Immersive Media
Cyberpsychology: Journal of Psychosocial Research on Cyberpspace
Interactivity
susceptibility
action-identity
mental representation video game
title How Does Interactivity in a Video Game Render People Susceptible? A Mediating Role of Concrete-level Action Identity in Immersive Media
title_full How Does Interactivity in a Video Game Render People Susceptible? A Mediating Role of Concrete-level Action Identity in Immersive Media
title_fullStr How Does Interactivity in a Video Game Render People Susceptible? A Mediating Role of Concrete-level Action Identity in Immersive Media
title_full_unstemmed How Does Interactivity in a Video Game Render People Susceptible? A Mediating Role of Concrete-level Action Identity in Immersive Media
title_short How Does Interactivity in a Video Game Render People Susceptible? A Mediating Role of Concrete-level Action Identity in Immersive Media
title_sort how does interactivity in a video game render people susceptible a mediating role of concrete level action identity in immersive media
topic Interactivity
susceptibility
action-identity
mental representation video game
url https://cyberpsychology.eu/article/view/11483
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