<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[The Dish]]></provider_name><provider_url><![CDATA[http://dish.andrewsullivan.com]]></provider_url><author_name><![CDATA[Andrew Sullivan]]></author_name><author_url><![CDATA[https://dish.andrewsullivan.com/author/sullydish/]]></author_url><title><![CDATA[The Guilty Gamer]]></title><type><![CDATA[link]]></type><html><![CDATA[<span class="embed-youtube" style="text-align:center; display: block;"><iframe class='youtube-player' type='text/html' width='640' height='360' src='https://www.youtube.com/embed/NrDiZs0UIbc?version=3&#038;rel=1&#038;fs=1&#038;autohide=2&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;wmode=transparent' allowfullscreen='true' style='border:0;'></iframe></span>
<p>New research <a href="http://motherboard.vice.com/read/the-virtual-guilt-of-game-violence-and-amorality-makes-players-better-humans" target="_blank">suggests</a> that violent videogames make players more &#8220;morally sensitive&#8221; by causing them to regret their own behaviors:</p>
<blockquote><p>&#8220;This may, as it does in real life, provoke players to engage in voluntary behavior that benefits others,&#8221; notes lead author Matthew Grizzard [of the University of Buffalo] in a <a href="http://www.buffalo.edu/news/releases/2014/06/037.html" target="_blank">summary of the study</a>, which is published (<a href="http://online.liebertpub.com/doi/pdfplus/10.1089/cyber.2013.0658" target="_blank">behind a paywall</a>) in the journal <em>Cyberpsychology, Behavior and Social Networking</em>. So, the suggestion is that not only is amoral in-game activity harmless, it might also be beneficial to society.</p>
<p>This conclusion rests on previous findings within sociology/social psychology that when humans feel guilt about some real-world behavior (or lab-simulated real-world behavior, rather) they will convert that feeling into actual prosocial behavior. A quick survey reveals a 2003 New Mexico State University <a href="http://web.nmsu.edu/~kclayton/worddocuments/Article8.pdf" target="_blank">study</a> finding that feelings of guilt could be used to push real-world cooperation, suggesting that guilt may be used as &#8220;&#8216;information&#8217; about the future costs of uncooperative strategy.&#8221;</p></blockquote>
<p>Related Dish on torture in videogames <a href="http://dish.andrewsullivan.com/2013/09/20/what-scars-does-virtual-torture-leave/">here</a>.</p>
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