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Virtually compliant: Immersive video gaming increases conformity to false computer judgments

Weger, Ulrich W., Loughnan, Stephen, Sharma, Dinkar, Gonidis, Lazaros (2015) Virtually compliant: Immersive video gaming increases conformity to false computer judgments. Psychonomic Bulletin & Review, 22 (4). pp. 1111-1116. ISSN 1069-9384. E-ISSN 1531-5320. (doi:10.3758/s13423-014-0778-z) (Access to this publication is currently restricted. You may be able to access a copy if URLs are provided) (KAR id:48299)

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http://doi.org/10.3758/s13423-014-0778-z

Abstract

Real-life encounters with face-to-face contact are on the decline in a world in which many routine tasks are

beings is particularly common during role-playing videogames, in which we incarnate into the virtual reality of

present study we sought to explore whether role-playing video gaming primes individuals’ identification with a computer

more likely to give up their own best judgment and to follow the vote of computers, especially when the stimulus context

and self-concept are discussed.

Item Type: Article
DOI/Identification number: 10.3758/s13423-014-0778-z
Uncontrolled keywords: Immersive gaming . Videogaming . Virtual reality . Social conformity . Human–machine interaction
Subjects: B Philosophy. Psychology. Religion > BF Psychology
Divisions: Faculties > Social Sciences > School of Psychology > Cognitive Psychology
Faculties > Social Sciences > School of Psychology > Applied Psychology
Depositing User: Dinkar Sharma
Date Deposited: 08 May 2015 12:50 UTC
Last Modified: 06 Feb 2020 04:12 UTC
Resource URI: https://kar.kent.ac.uk/id/eprint/48299 (The current URI for this page, for reference purposes)
Sharma, Dinkar: https://orcid.org/0000-0002-0082-1285
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