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It's Okay to Shoot a Character: Moral Disengagement in Violent Video Games
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What makes virtual violence enjoyable rather than aversive? Two 2×2 experiments tested the assumption that moral disengagement cues provided by a violent video game's narrative and game play lessen users' guilt and negative affect, which would otherwise undermine players' enjoyment of the game. Experiment 1 found that users' familiarity with the violent game reduced guilt and negative affect, and enhanced enjoyment, whereas opponents' nonhuman outer appearance and blameworthiness had no effect. Experiment 2 found that fighting for a just purpose, perceiving less mayhem, and framing the overall situation as “just a game” or “just an experiment” reduced guilt and negative affect, whereas the distorted portrayal of consequences did not. Effects on game enjoyment were mixed and suggest that moral disengagement cues may both foster and diminish game enjoyment.
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“This is evidenced by the research of Heberlein and Adolphs [22], Morrison and Ziemke [34], Yee et al. [48] pointing to the fact that players would perceive game characters not as objects but as social entities with morality.”
From “I Don’t Want To Shoot The Android”: Players Translate Real-Life Moral Intuitions to In-Game Decisions in Detroit: Become Human (2022) · cites this paper as [22]
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The Basic Needs in Games Model of Video Game Play and Mental Health
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Whose Expression Is It Anyway? Videogames and the Freedom of Expression
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Baranowski, T., O’Connor, T. M., Hughes, S. O., Beltran, A., Baranowski, J. C., Nicklas, T. A., Sleddens, E. F. C., Thompson, D. I., Lu, A. S., & Buday, R. (2012) · Advances in healthcare information systems and administration book series · doi:10.4018/978-1-4666-1903-6.ch012 · Cited by 6
“While narratives have been investigated in violent video games (Hartmann & Vorderer, 2010; Lee, Park, Jin, & Kang, 2005; Schneider, Lang, Shin, & Bradley, 2004; B. P. Smith & Vorderer, 2006; S. L. Smith, Lachlan, & Tamborini, 2003), narratives also offer a pathway for change of health behaviors…”
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The Voices of Game Worlds: A Sociolinguistic Analysis of Disco Elysium
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“Hartmann and Vorderer [26] show that within a violent video game, fighting for a just purpose, fitting violence into established order, and establishing the situation as “just a game” increase enjoyment and decrease guilt.”
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“…typically confront the player with a number of different characters, permanently changing sensory impressions as well as varying moral conflicts, mechanisms of disengagement should be conceived as flexible constructs that may continuously reshape (Hartmann & Vorderer, 2010; Klimmt et al., 2008).”
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“Hartmann and Vorderer (2010) reject the view that gamers do not see their opponents in these games as social beings.”
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“Experimental research (Hartmann and Vorderer 2010, Krakowiak and Tsay 2011, Shafer and Raney 2012) has shown that moral disengagement is all the more likely to occur if strategies of moral disengagement are cued by the text to guide information processing.”
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“Put another way, unpleasant violence refers to portrayals of violence that simultaneously lack justification (Hartmann & Vorderer, 2010), sanitation (Weaver & Wilson, 2009), and dehumanization (Lin, 2011).”
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Şiddet İçerikli Video Oyunları ve Saldırganlık İlişkisinin Gözden Geçirilmesi
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“The available studies, however, indicate that FPS games can indeed have short-term effects on the perception of enemy stereotypes (Hartmann & Vorderer, 2010; Klimmt et al., 2010) and that the use of military-themed games and attitudes towards the military are associated (Penney, 2008).”
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“For example, familiarity with the game has been previously found to influence affective outcomes (Hartmann & Vorderer, 2010).”
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Moral Balancing in Video Games: The Moderating Role of Issue Congruency
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“Most studies that examined moral decisions in video games have focused on the moral disengagement strategies that players or game developers utilized to minimize moral discomfort from performing immoral behaviors (Hartmann & Vorderer, 2010; Klimmt et al., 2006).”
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“Finally, individuals may disre-gard or trivialize the consequences of their actions (Eriksson & Svensson, 2016; Hartmann & Vorderer, 2010; Kish-Gephart et al., 2014).”
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McLean, L., & Griffiths, M. D. (2013) · International Journal of Cyber Behavior Psychology and Learning · doi:10.4018/ijcbpl.2013040102 · Cited by 2
Bowman, N. D., Banks, J., & Downs, E. (2015) · doi:10.1515/9783110473858-014 · Cited by 2
“…competing evidence suggests that gamers knowingly engage in anti-social acts in virtual worlds, ascribing their witnessed actions to being “mere fantasy” or as justified by the game’s narrative – thoughts and feelings often associated with moral disengagement processes (Hartmann & Vorderer, 2010).”
BackgroundA Conceptual Critique of the Use of Moral Disengagement Theory in Research on Violent Video Games
Kjeldgaard‐Christiansen, J. (2020) · Eludamos Journal for Computer Game Culture · doi:10.7557/23.6180 · Cited by 2
“Thus, “the game creates a situation that automatically leads to cognitive disengagement from inner moral standards” (Hartmann and Vorderer 2010, p.98), which would normally bar players from aggressing against real and virtual beings.”
BackgroundInfluentialThe Effect of Fantasy Context on Moral Action and Judgment
Ruedinger, B. M., & Barnes, J. (2021) · Imagination Cognition and Personality · doi:10.1177/02762366211019782 · Cited by 2
“In contrast, Hartmann and Vorderer (2010) found that altering the target of a first-person shooter game from human to zombie-like had no effect on moral disengagement.”
BackgroundInfluentialGame Dynamics Preferences Are Connected with Experiences Derived from First-Person Shooters
Holm, S. K., & Kaakinen, J. K. (2021) · IEEE Conference on Games (CoG) · doi:10.1109/cog52621.2021.9619138 · Cited by 2
“A particularly interesting topic is whether participants with preferences for violent game dynamics also enjoy violence in real life or not, and whether they employ moral disengagement when playing games (as suggested in [61]).”
BackgroundGame-Based Learning in the Dialogical Classroom
de Sousa, F. (2018) · BRILL eBooks · doi:10.1163/9789004388826_004 · Cited by 2
Moral Disengagement Strategies in Videogame Players and Sports Players
McLean, L., & Griffiths, M. D. (2018) · International Journal of Cyber Behavior Psychology and Learning · doi:10.4018/ijcbpl.2018100101 · Cited by 2
Moral Disengagement Strategies in Videogame Players and Sports Players
McLean, L., & Griffiths, M. D. (2021) · IGI Global eBooks · doi:10.4018/978-1-7998-7707-3.ch051 · Cited by 2
Wei, R., & Borton, B. A. (2014) · doi:10.1002/9781118591178.ch30 · Cited by 2
Iten, G. H. (2018) · edoc (University of Basel) · doi:10.5451/unibas-006826308 · Cited by 2
West, M. S. (2020) · doi:10.33915/etd.7614 · Cited by 2
Sperry, L. A. (2021) · Springer eBooks · doi:10.1007/978-3-319-91280-6_102139 · Cited by 2
Wijeratne, A. (2015) · Figshare · doi:10.4225/03/58b6589f323aa · Cited by 1
“These contrasting approaches have evolved from Hochschild’s (1983) seminal work, with the major differences between them being the ‘lens’ from which the world of emotional labour is viewed (Grandey et al.”
BackgroundMethodCommunication media and cultural diversity
Perosanz, J. J. I. (2013) · Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM'21) · doi:10.1145/2536536.2536562 · Cited by 1
“On one hand, some authors have focused on the study of its antisocial effects, the analysis of violence, and have indicated that video games tend to reproduce gender and ethnic stereotypes just as the same way as traditional media [5] [18]”
BackgroundResearch on Morals and Ethicals Issues in VR Games - A Case Study of Religious Worship Video Game
Hsu, C.-F., & Lin, K.-W. (2023) · IEEE International Conference on Social Sciences and Intelligence Management (SSIM) · doi:10.1109/ssim59263.2023.10468780 · Cited by 1
“Most players cannot regard games as judgment-free zones [4] and even experience discomfort, leading to moral disengagement [5], reducing internal condemnation for actions that violate real-world morals.”
BackgroundSocial Cognition of Moral Judgment
Conway, P. J. (2024) · Oxford University Press eBooks · doi:10.1093/oxfordhb/9780197763414.013.27 · Cited by 1
Choose Your Own Adventure: A Tutorial for Using Narrative Games to Study Social Cognitive Processes
Okland, S., & Beer, J. S. (2025) · Social Cognition · doi:10.1521/soco.2025.43.5.519 · Cited by 1
Disengaging From Moral Disengagement: Scant Experimental Evidence For a Popular Theory
Jackson, E., & Elisabeth, L. (2012) · Cited by 1
Is Virtual Violence a Morally Problematic Behavior?
Hartmann, T. (2011) · Springer eBooks · doi:10.1007/978-3-642-20823-2_3 · Cited by 1
Self-citationLee, H. R. (2016) · Journal of Korea Multimedia Society · doi:10.9717/kmms.2016.19.8.1626 · Cited by 1
Effects of Gender and Age on U.S. Adults' Interest in Cinematic Serial Murder
Wiest, J. B., & Levin, J. (2019) · Violence and Gender · doi:10.1089/vio.2019.0001 · Cited by 1
“However, some people do report en-joyment of violent media content (e.g., Hartmann and Klimmt 2006; Hoffner and Levine 2005; Jansz 2005; Lyness 1951; Mares and Sun 2010), and an emerging body of research is examining why (Hartmann and Vorderer 2010).”
Violent Video Games in Forensic Psychiatric Hospitals.
Wasser, T. D., Zhong, R., Mufson, J., Danzig, A., Koka, L., & Kapoor, R. (2020) · PubMed · doi:10.29158/jaapl.200004-20 · Cited by 1
“VVGs also frequently employ elements of moral disengagement, such as justification of violence, distortions of consequences, and euphemistic labeling, which can influence players.(26,27) For example, adolescents with recent exposure to Grand Theft Auto IV demonstrated increased moral disengagement, as indicated by inc…”
BackgroundKill or Spare – Moral Decision-Making in Video Games
Holl, E. A., & Melzer, A. (2021) · Lecture notes in computer science · doi:10.1007/978-3-030-89394-1_7 · Cited by 1
Metadata
- Authors
- Hartmann, T., & Vorderer, P.
- Affiliations
- Vrije Universiteit Amsterdam (NL)
- ORCID
- Hartmann, Tilo
- Venue
- Journal of Communication
- Publisher
- Oxford University Press (OUP)
- Published
- 2010-03
- Volume
- 60
- Issue
- 1
- Pages
- 94-119
- ISSN
- 0021-9916 (ISSN-L)
- 1460-2466
- OpenAlex
- W2131583517
- Semantic Scholar
- da821a39ea4bbbb7a2206d8bf3f24f6f49c80b94
- Cited by
- 251
- References
- 96
- Citations by year
- 2026: 7 · 2025: 5 · 2024: 10 · 2023: 10 · 2022: 17 · 2021: 28 · 2020: 16 · 2019: 14 · 2018: 23 · 2017: 15 · 2016: 23 · 2015: 13 · 2014: 22 · 2013: 15 · 2012: 18
- FWCI
- 49.77
- Type
- journal article
- Language
- en
- Open access
- bronze
- doi.org
- Locations
- Journal of Communication (publishedVersion)
- VU Research Portal (publishedVersion, other-oa)
- MADOC (University of Mannheim) (submittedVersion)
- Data Archiving and Networked Services (DANS) (submittedVersion, other-oa)
- Funders
- Annenberg School for Communication and Journalism, University of Southern California
- Topics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Communication › Media Influence and Health
- Social Sciences › Psychology › Social Psychology › Bullying, Victimization, and Aggression
- Keywords
- moral disengagement, violent video games, game enjoyment, guilt, negative affect, game narrative, culpability, perceived consequences
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