Abstract
Using a 2 × 2 experiment, this study tests whether disposition theory can be applied to the processing and enjoyment of video games. Specifically, we test how the interaction of the severity of a crime and the punishment administered to a criminal by the player character affect satisfaction, guilt, and enjoyment. Results show effects on satisfaction and guilt consistent with prior research, but no overall effect on enjoyment. Empathetic individuals enjoyed the more moral outcomes, whereas non-empathetic individuals did not. Broader implications for research on narrative in games are discussed.
Notes
*p < .05.
1We evaluated whether reliance on a female avatar affected the results by testing for evidence of a moderating influence of gender on the relationship between the “morality” of participant actions and the outcome variables. No significant interactions were found, and no main effects of gender were present. We cannot rule out the possibility of weak effects of gender matching on identification and related outcomes, but the data do not offer strong evidence that this had a meaningful influence on the results.
2Liking is a more direct indicator of whether disposition theory is at play, and might arguably be used instead of the crime manipulation. However, additional analysis not presented here showed no meaningful differences between the reported results and tests in which the manipulated variable was replaced with this measured indicator of liking. This provides further assurance that the manipulation functioned as expected.
3Further tests probing for a potential moderating role of empathy on any connection between these mechanisms and enjoyment produced no significant results. It appears that dispositional responses were generally disengaged from game enjoyment, regardless of personal morality.