Many avid gamers discount violent conduct in video games as morally insignificant as "it is just a game". However, recent debates among users, regarding video games featuring inappropriate forms of virtual violence, suggest a more complex truth. Two experiments (N 1 = 49, N 2 = 80) examined users' guilt responses in order to explore the moral significance of virtual violence. In both studies, justification of virtual violence and users' trait empathy determined guilt in a structurally similar way to real-world scenarios: people felt guiltier if they engaged in unjustified virtual violence, especially if they were empathetic players. These results show that video games are capable of inducing affective moral responses in users. Accordingly, virtual violence may be considered morally significant action.Keywords: violence, video games, guilt, empathy, justification, morality (Bartle, 2008).Virtual violence may be defined as any behavior intended to do harm to another video game character, who is motivated to avoid the harm-doing (Anderson et al., 2008;Baron & Richardson, 1994). Shooting virtual characters for example, in first-person shooter video games, provides a typical example of virtual violence. While many studies have shown that virtual violence depicted in video games increases aggression in users (Anderson et al., 2010), surprisingly little is known about how users perceive and experience virtual violence themselves (e.g., Scharrer & Leone, 2006, Young & Whitty, 2010.Violent video games are designed for entertainment purposes. Consequently, regular violent game players do not typically feel as though they are doing something wrong when they shoot virtual characters. A frequent argument put forward by avid gamers is that they are well aware that the violence depicted in video games "is not real" (Ladas, 2002). For example, Klimmt, Schmid, Nosper, Vorderer, and Hartmann (2006, see also Whitty, Young, & Goodings, in press) asked avid gamers how they experience virtual violence personally. The majority of players replied that they enjoyed virtual violence as they believe that shooting virtual characters is "just a game" (comparable to chess) and has "nothing to do with killing". This suggests that players maintain a psychologically detached and unaffected stance when playing violent games and that virtual violence is too artificial to be considered morally significant and thus trigger any moral response in the user.RUNNING HEAD: Virtual Violence and Guilt 2 However, Klimmt et al.'s (2006) study suggests that users may also perceive and judge virtual violence in a moral way. In their study, a number of players indicated that they would find it disturbing if they accidentally shot a child, for example, or if painful injuries were depicted in the video game. Related discussion of "inappropriate" virtual violence also exists in the video game community. Many video game-related online blogs and forums recently featured heated debate regarding a mission included in the popular online-role-playing game "...
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