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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Format: | Article |
Language: | English |
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Masaryk University
2019-11-01
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Series: | Cyberpsychology: Journal of Psychosocial Research on Cyberpspace |
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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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first_indexed | 2024-04-24T20:10:22Z |
format | Article |
id | doaj.art-df3f5983853f4ec5a90834e85235480b |
institution | Directory Open Access Journal |
issn | 1802-7962 |
language | English |
last_indexed | 2024-04-24T20:10:22Z |
publishDate | 2019-11-01 |
publisher | Masaryk University |
record_format | Article |
series | Cyberpsychology: Journal of Psychosocial Research on Cyberpspace |
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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