Study: playing as hero vs. villain affects real-world behavior

Andy

Well-Known Member
Cornerstone Member
Sep 11, 2013
14,514
4,619
14,180
Found this kind of interesting. Basically, they found that playing as a heroic character caused people to be more likely to show "good" behavior later, whereas playing as a villain had the opposite effect.

Quoting from the article:

Our results indicate that just five minutes of role-play in virtual environments as either a hero or villain can easily cause people to reward or punish anonymous strangers,” says lead researcher Gunwoo Yoon of the University of Illinois at Urbana-Champaign.

"The researchers recruited 194 undergraduates to participate in two supposedly unrelated studies. The participants were randomly assigned to play as Superman (a heroic avatar), Voldemort (a villainous avatar), or a circle (a neutral avatar). They played a game for 5 minutes in which they, as their avatars, were tasked with fighting enemies. Then, in a presumably unrelated study, they participated in a blind taste test. They were asked to taste and then give either chocolate or chili sauce to a future participant. They were told to pour the chosen food item into a plastic dish and that the future participant would consume all of the food provided.

"The results were revealing: Participants who played as Superman poured, on average, nearly twice as much chocolate as chili sauce for the “future participant.” And they poured significantly more chocolate than those who played as either of the other avatars.

"Participants who played as Voldemort, on the other hand, poured out nearly twice as much of the spicy chili sauce than they did chocolate, and they poured significantly more chili sauce compared to the other participants."

"Interestingly, the degree to which participants actually identified with their avatar didn’t seem to play a role: “These behaviors occur despite modest, equivalent levels of self-reported identification with heroic and villainous avatars, alike,” Yoon and Vargas note. “People are prone to be unaware of the influence of their virtual representations on their behavioral responses.”


https://www.psychologicalscience.or...l-avatars-may-impact-real-world-behavior.html
 
Last edited:
So pouring chili sauce makes you a bad person?
 
Seems pretty out there. 5 minutes in some game caused them to do something "evil?" Seems like a huge stretch.
 
bbbls.gif
 
  • Like
Reactions: Partyman
They might have a point. I once saw a homeless and just grabbed the back of his head, put it right up to my butt, and let loose some Fable style nose cuisine.
 
Hm, but what if people that are good like to play as evil characters because they know they can't do it in real life? So it's like a way for them to do some bad... even though they are good... but they want to play as bad to express that inner bad.

The plot thickens...
 
Hm, but what if people that are good like to play as evil characters because they know they can't do it in real life? So it's like a way for them to do some bad... even though they are good... but they want to play as bad to express that inner bad.

The plot thickens...

To sort of vent their evil side, yeah. I do that sometimes. I had a lot of fun playing through "evil" in Jade Empire, I remember. A lot of the lines were funnier, and it can be fun to just be an ass to everyone. Now whether that made me more of a jerk in real life, I don't know. I never noticed any correlation, but it could be there, as a small temporary effect, maybe.

The study makes me think about my choices in RPGs, whether I select a "good" or "bad" option. Occasionally I will be a jerk, but most of the time, I choose "good" options. I guess I want the character to reflect my personality somewhat, so I can feel more connected to the game world. When I act as "evil," it is fun, but it also makes it feel more like a game character I am playing, if that makes sense. More distant and gamey.
 
Holy s*** people spend such good money on dumb-ass studys. Now the guys will ask for a grant to do a miti-year study. want free many say you want to do a study for the public good and watch the money coming rolling in. Does not matter how f***ing r******d the topic is just say its for the public good.
 
The best this can show is that can immerse yourself into your fitted role for the game, but it doesn't prove it actually influence your actual behavior. If you had someone play a game that had twice as many in-game AMD ads as the next guy, statistically speaking, he is more likely to buy an AMD product over the competition. It's just a small subliminal conditioning that happens with everyday things and is not some hazard. If they are trying to use this data to prove it's anything more than that, then they are strictly grasping at straws.
 
I think each person should have chosen what to give to an unknown person as well as themselves. What if the items they picked were something they themselves wanted?

Also, IMO it probably requires more thinking to be a villain character. Maybe there is an inclination to crave spicy food that maybe makes you feel more alert as opposed to chocolate which is probably more of an indulgence food and a distraction.

Another thought is Sugar=Dopamine and Spicy=Endorphins. At least it seems this way from a quick Google surf. I think a villain would be inclined to food triggering Endorphins that are related to endurance and confidence.

26179407.jpg