Abstract
Research has shown that performing moral or immoral actions in video games can affect the players’ moral self-worth and evoke moral emotions. People may compensate for their immoral behaviors by performing more moral actions, but sometimes performing moral actions can also license them to perform immoral behaviors later. The current study examines whether players engage in moral licensing or moral cleansing behaviors within and after video game moral scenarios. Study 1 is an exploratory study that examined a sequence of moral dilemmas in the game Papers, Please, and found that players alternated between choosing the moral choices and the accurate choices, indicating signs of moral balancing when faced with moral choices that conflict with their in-game goals. Study 2 utilized a 3 (moral vs. immoral vs. control) × 2 (congruent charity vs. incongruent charity) experiment using a moral event in the game Life is Strange to examine the moderating effects of issue congruency on moral balancing. Study 3 used three different games to replicate Study 2. The findings showed that players who performed moral actions in the game also devoted more efforts to a charity on a congruent issue. However, participants who performed a moral behavior in the game committed significantly less effort to a charity on an incongruent issue, indicating a moral licensing effect. Study 2 found that performing immoral actions in a game can motivate players to devote more efforts to a subsequent charity, regardless of issue congruity, but this moral cleansing effect was not observed in Study 3.
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